The Wait call in that loop should only wake up if there is a message pending
for the driver, so basically it looks like you are getting so many messages
sent to you that the driver is continuously busy. This could be caused by a
loop in your drivers, i.e. driver A gets a message and then send to B, B
gets one and sends back to A. The two drivers if left alone will consume all
2009/5/24 Paul Osmialowski <newchief@...>
> On Fri, 22 May 2009, Toby Collett wrote:
> > I agree that we need to solve the problem you were seeing originally.
> > to hear that the new one goes though.
> > Toby
> I've tested yet another solution: in threaded version of globalgoto main
> loop looked like this:
> for (;;)
> I've removed nanosleep() and everything went similarly as if it was
> message driven driver (as globalgoto2). Thing is, why I had to add
> nanosleep(): when controlling team of robots computer load goes much too
> high. I've added nanosleep() to cause volunteer context release to save
> CPU time for other (more important?) tasks. I've put it in all threaded
> plugins involved in this team controller. This caused better performance
> however still the load is high. I don't know what part causes this: Player
> with my plugins or Stage that needs to update simulation state for few
> robots at the same time. Sooner or later I'd like to do simulations with
> massive number of robots, so the problem is critical if I want to start
> > 2009/5/22 Paul Osmialowski <newchief@...>
> >> It's amazing, doing GlobalGoto unthreaded driver solved my problem, at
> >> least during all the test I did at my (slow) home PC. Soon I'll try
> >> how it behaves on my killer high-end PC at work (for test completeness).
> I've tested it at work, everything went fine, as expected.
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