Chat log from the meeting on 2011-11-22

[2011/11/22 11:01] Richardus Raymaker: hi sarah [2011/11/22 11:01] Sarah Kline: hi [2011/11/22 11:01]  BlueWall Slade: Hello [2011/11/22 11:01] Sarah Kline: hello Justin [2011/11/22 11:01] Sarah Kline: Blue [2011/11/22 11:02] Nebadon Izumi: hello [2011/11/22 11:02] Justin Clark-Casey: hi sarah, folks [2011/11/22 11:02] Richardus Raymaker: hi justin [2011/11/22 11:03] Richardus Raymaker: looks like LL need new people. if the have promo's with 50% off premium [2011/11/22 11:03] Nebadon Izumi: heh [2011/11/22 11:03] Nebadon Izumi: so whats that 5$ a month? [2011/11/22 11:03] Nebadon Izumi: is that always i wonder or just 1st month? [2011/11/22 11:03] Andrew Hellershanks: promo's for what? [2011/11/22 11:03] Justin Clark-Casey: any business always needs new people [2011/11/22 11:03] Nebadon Izumi: ya especially heading into the holidays [2011/11/22 11:04] Richardus Raymaker: the have a limited discount action [2011/11/22 11:04] Andrew Hellershanks: Where is the information on it? [2011/11/22 11:04] BlueWall Slade: they added some premium-only areas [2011/11/22 11:04] Sarah Kline: we can offer 100% off then [2011/11/22 11:04] Nebadon Izumi: lol [2011/11/22 11:04] Richardus Raymaker: lol sarah [2011/11/22 11:04] Justin Clark-Casey: ha :) [2011/11/22 11:04]  BlueWall Slade: now they're going use them as a hook with the discount [2011/11/22 11:05]  Richardus Raymaker: just on the webpage andrew [2011/11/22 11:05]  Justin Clark-Casey: sounds like they are making a big push to increase premium accounts [2011/11/22 11:05]  Andrew Hellershanks: Richardus, ok. I don't read their web page often [2011/11/22 11:05]  Richardus Raymaker: but you still dont get enough from them. its still only 300L / week. lol [2011/11/22 11:05]  Richardus Raymaker: i hear grandfathered get more then the pay [2011/11/22 11:05]  Nebadon Izumi: either that or they are trying to plug a leak in the dam [2011/11/22 11:05]  Nebadon Izumi: lol [2011/11/22 11:05]  Sarah Kline: they have a load of empty mainland [2011/11/22 11:05]  Richardus Raymaker: where just checking if there where new sl3.2 viewer. and saw that [2011/11/22 11:05] BlueWall Slade: http://pastebin.com/f3R0sk5N [2011/11/22 11:06] Richardus Raymaker: sarah, and it only get more empty [2011/11/22 11:07] BlueWall Slade: that is an example of an ini that I'm using here that fills variables from the system's shell environament variables [2011/11/22 11:07] Sarah Kline: hi Key [2011/11/22 11:07] Andrew Hellershanks: hehe... sure they can offer reduction in sign up as a premium member. They'll get all the "lost" money back in the monthly fees that need to be paid [2011/11/22 11:07] Key Gruin: hi Sarah, hi everyone [2011/11/22 11:07] sim core: :-J I know it was a one time 10usd fee, to register more than one avatar before so it may be on that [2011/11/22 11:07] BlueWall Slade: Hi Key [2011/11/22 11:07] Justin Clark-Casey: hi key [2011/11/22 11:07] Nebadon Izumi: I really doubt LL makes a ton from premium memberships [2011/11/22 11:07] Richardus Raymaker: anybody here lots of megaregion experience ? [2011/11/22 11:07] Nebadon Izumi: most of their income is from hosting regions no doubt [2011/11/22 11:08] Richardus Raymaker: 7$ for premium / month compared to 295$ for a region. [2011/11/22 11:08] Nebadon Izumi: memory looks pretty good on the sim [2011/11/22 11:08] Justin Clark-Casey: yes, Ithink most is from hosting [2011/11/22 11:08] Nebadon Izumi: wonder if some of those changes you did is helping with memory justin [2011/11/22 11:08] Nebadon Izumi: sim is only using 638mb on show stats [2011/11/22 11:08] Nebadon Izumi: that seems low [2011/11/22 11:08] Gennifer Eros: Hello all [2011/11/22 11:08] Justin Clark-Casey: possibly - certianly one of them stops the physics holding on to PhysicsActors unnecessarily [2011/11/22 11:09] BlueWall Slade: Hello Gennifer [2011/11/22 11:09] Justin Clark-Casey: I've been exploring what information is in stack traces today [2011/11/22 11:09] Nebadon Izumi: cool [2011/11/22 11:09] Justin Clark-Casey: You can actually use the addr2line tool to convert the mono addresses to mono files and line numbers [2011/11/22 11:09] Nebadon Izumi: 596mb with 13 avatars [2011/11/22 11:09] Nebadon Izumi: thats crazy low [2011/11/22 11:09] BlueWall Slade: ahhhaaaa! [2011/11/22 11:09] Gennifer Eros: Will there be at some point a forced upgrade to 0.7.3 or above? [2011/11/22 11:09] Andrew Hellershanks: Memory is back under control again, Nebadon? [2011/11/22 11:09] Richardus Raymaker: intressting [2011/11/22 11:09] Justin Clark-Casey: but you just started this sim up? [2011/11/22 11:09] Nebadon Izumi: hard to say Andrew [2011/11/22 11:09] Nebadon Izumi: this is 1st ive noticed it [2011/11/22 11:10]  Nebadon Izumi: i only updated this sim about 40 minutes ago [2011/11/22 11:10] Andrew Hellershanks: Sounds like its better than it was last week [2011/11/22 11:10] Nebadon Izumi: ya [2011/11/22 11:10]  Nebadon Izumi: a lot better [2011/11/22 11:10] Nebadon Izumi: 50% reduction [2011/11/22 11:10] Nebadon Izumi: atleast [2011/11/22 11:10] Andrew Hellershanks: Andrew Hellershanks nods [2011/11/22 11:10] Nebadon Izumi: but its hard to say if its fluke [2011/11/22 11:10] Nebadon Izumi: or actual improvement [2011/11/22 11:10] Nebadon Izumi: needs more testing [2011/11/22 11:10] Justin Clark-Casey: yeah, I doubt that is due to changes [2011/11/22 11:10] sim core: :-J [2011/11/22 11:10] Justin Clark-Casey: the reduction would be too big [2011/11/22 11:10] Gennifer Eros: By the way ned, 0.7.3 does not only screw positions, it also screws scripts on my regions [2011/11/22 11:10] Nebadon Izumi: ive never seen it this low here [2011/11/22 11:10] Andrew Hellershanks: yeah, which was the fluke? THe high memory or the low? :-) [2011/11/22 11:10] Nebadon Izumi: with this many users [2011/11/22 11:10]  Gennifer Eros: neb even [2011/11/22 11:11]  Justin Clark-Casey: in what way does it screw scripts? [2011/11/22 11:11]  Nebadon Izumi: you would be the 1st person reporting that Gennifer [2011/11/22 11:11]  Nebadon Izumi: are you on Windows? [2011/11/22 11:11]  Gennifer Eros: The stop working even after a reset or recompile [2011/11/22 11:11]  Gennifer Eros: Yes [2011/11/22 11:11]  Nebadon Izumi: edit OpenSim.ini [2011/11/22 11:11]  Nebadon Izumi: [Xengine] section [2011/11/22 11:11]  Nebadon Izumi: change AppDomainLoadin = false [2011/11/22 11:11]  Nebadon Izumi: to true [2011/11/22 11:11]  Nebadon Izumi: that will fix you [2011/11/22 11:12]  Gennifer Eros: Ok, I will try that now thank you [2011/11/22 11:12]  Nebadon Izumi: k [2011/11/22 11:12]  Nebadon Izumi: thats not new though [2011/11/22 11:12]  Nebadon Izumi: thats a very old one [2011/11/22 11:12] Gennifer Eros: I have never had it happen before [2011/11/22 11:12] Nebadon Izumi: its easy to miss though when you upgrade OpenSim.ini [2011/11/22 11:12] Gennifer Eros: I have always left that as is [2011/11/22 11:12]  Andrew Hellershanks: Anyone working on physics? I was trying a firework and the firework rezzed by llRezObject doesn't move. Seems like it doesn't support the velocity parameter. [2011/11/22 11:13] Richardus Raymaker: dont set psyics object phantom [2011/11/22 11:13] Yoshiko Fazuku: hehe you just reminded me of something [2011/11/22 11:13] BlueWall Slade: that should work [2011/11/22 11:13] Andrew Hellershanks: oh. Physical objects can't be phantom? [2011/11/22 11:13] Richardus Raymaker: yes [2011/11/22 11:13] Richardus Raymaker: the seems to refuse moveing if the are phantom [2011/11/22 11:13] Yoshiko Fazuku: i forgot to tweek the timer to sl similar speeds in the config [2011/11/22 11:13] Andrew Hellershanks: hm... ok. I'll try that. I just set the same parameters on the bullet as in SL. [2011/11/22 11:14] Justin Clark-Casey: phantom objects have no physics presence [2011/11/22 11:14] Andrew Hellershanks: Ah, ok. [2011/11/22 11:14] Andrew Hellershanks: So the two tick boxes cancel each other [2011/11/22 11:14] Justin Clark-Casey: possibly - what happens on SL? [2011/11/22 11:14] Andrew Hellershanks: The firework bullet moves as expected when set to physical and phantom [2011/11/22 11:14] Yoshiko Fazuku: sl is kinda backwards [2011/11/22 11:15] Justin Clark-Casey: what happens if it collides with an object? [2011/11/22 11:15] Nebadon Izumi: you can do things like volumedetect [2011/11/22 11:15] Nebadon Izumi: on phantom objects [2011/11/22 11:15] Nebadon Izumi: i think you can have phantom physical in SL [2011/11/22 11:15]  Andrew Hellershanks: No idea. I don't care about that. Its a firework. I want it to move up in to the air before it explodes [2011/11/22 11:15] Nebadon Izumi: its not quite the same as here [2011/11/22 11:15] Richardus Raymaker: sometimes it would be nice and save to have verhicle phantom. but its not logic to. it cant feel the ground then anymore [2011/11/22 11:16] Justin Clark-Casey: In principle you could have an object ignore collisions with anything but the ground [2011/11/22 11:16] Yoshiko Fazuku: would be nice if they did it like sl simply becuse a lot of people bring scripts over and cant figure out why they dont work [2011/11/22 11:16] Justin Clark-Casey: yes, this is the chief for being sl compatible [2011/11/22 11:16] Richardus Raymaker: dont use sl scripts :) [2011/11/22 11:16]  Andrew Hellershanks: yeah. It should be documented somewhere so people would have a chance to learn the difference [2011/11/22 11:16]  Gennifer Eros: They dont work cos LL wont allow it lol [2011/11/22 11:16]  Justin Clark-Casey: there are complex questions if things are both physical and phantom [2011/11/22 11:16]  Justin Clark-Casey: ll often does these things for very good reasons [2011/11/22 11:17]  Nebadon Izumi: ya matching SL physics stuff is going to be very difficult [2011/11/22 11:17]  Justin Clark-Casey: nebadon: What issues are there with the current master. Still some from dslake's changes? [2011/11/22 11:17]  Nebadon Izumi: impossible in some cases [2011/11/22 11:17]  Nebadon Izumi: becasue they do not publish any details about physics [2011/11/22 11:17]  Nebadon Izumi: we have to guess 100% of the time [2011/11/22 11:18] Nebadon Izumi: nothing from dslake's that i am aware of [2011/11/22 11:18]  Justin Clark-Casey: ok, I thought you said there were still a few issues [2011/11/22 11:18] Nebadon Izumi: there was some stuff with animations [2011/11/22 11:18] Yoshiko Fazuku: well behavior is one thing settings and scripting is another [2011/11/22 11:18] Nebadon Izumi: but that cleared up with your collision fix [2011/11/22 11:18] Andrew Hellershanks: We don't want to completely replicate all of SL's script compatibilities. A lot of SL scripts are bad to start with. Better that some of them break in OpenSim so they can get fixed instead of used as is. [2011/11/22 11:18] Justin Clark-Casey: I blieve there is still some stuff with animations [2011/11/22 11:18] Justin Clark-Casey: certainly isaw the problems I saw after my changes [2011/11/22 11:18] Nebadon Izumi: ya thats probable [2011/11/22 11:18] Gennifer Eros: True andrew [2011/11/22 11:18] Nebadon Izumi: ya i saw 2 different things [2011/11/22 11:19] Nebadon Izumi: the stuck walking in place is probably still around [2011/11/22 11:19] Gennifer Eros: It is [2011/11/22 11:19]  Nebadon Izumi: the other issues i saw were 100% related to the collision stuff [2011/11/22 11:19] Gennifer Eros: I get that a lot [2011/11/22 11:19] Richardus Raymaker: walking, flying or failling seems to hang. but its viewer or opensim ? [2011/11/22 11:19] Nebadon Izumi: they didnt happen until after your 1st border cross fix [2011/11/22 11:19] Nebadon Izumi: then stopped with the collision fix [2011/11/22 11:19] Justin Clark-Casey: Justin Clark-Casey is walking in place right now [2011/11/22 11:19] Spike Sol: Good Evening Ladys and Gentleman [2011/11/22 11:19] Nebadon Izumi: it was 100% reproducable [2011/11/22 11:19] Gennifer Eros: Evening spike [2011/11/22 11:19] Nebadon Izumi: you are not on my screen [2011/11/22 11:19] Richardus Raymaker: hoi spike [2011/11/22 11:19] Justin Clark-Casey: hello spike [2011/11/22 11:20] Nebadon Izumi: you are standing still to me Justin [2011/11/22 11:20] Justin Clark-Casey: ok, so a local sending proble [2011/11/22 11:20] Richardus Raymaker: no move here justin [2011/11/22 11:20] BlueWall Slade: hello [2011/11/22 11:20] Justin Clark-Casey: or at least, not one consistent to all viewers [2011/11/22 11:20] Justin Clark-Casey: ok [2011/11/22 11:20]  Nebadon Izumi: ive seen it both ways [2011/11/22 11:20] Justin Clark-Casey: hello bluewall [2011/11/22 11:20] Key Gruin: I've been getting the walk in place all the tie lately [2011/11/22 11:20] Nebadon Izumi: where the person cant see themselves working [2011/11/22 11:20] Nebadon Izumi: but everyone else can [2011/11/22 11:20] Key Gruin: timef* [2011/11/22 11:20] Yoshiko Fazuku: anything new in bulletsim dev lately? [2011/11/22 11:20] Nebadon Izumi: and ive seen it where only the user can see themselves stuck walking [2011/11/22 11:20] Nebadon Izumi: not yet [2011/11/22 11:20] BlueWall Slade: I saw Spike floating off into space, then rubberband back here [2011/11/22 11:20] Nebadon Izumi: we have to finalize some things with Contributors Agreement before bullet sim dev can resume [2011/11/22 11:20] Nebadon Izumi: soon [2011/11/22 11:21] Gennifer Eros: Another question, is there any problem if I change to use Grid.ini rather than GridHyperGrid.ini? [2011/11/22 11:21] BlueWall Slade: the Patent thing? [2011/11/22 11:21] Justin Clark-Casey: yes [2011/11/22 11:21] Nebadon Izumi: we have been going back and forth with Intel over some wording in the agreement that raised red flags with their legal department [2011/11/22 11:21] BlueWall Slade: can you explain that just a bit? [2011/11/22 11:21] Nebadon Izumi: its mostly worked out [2011/11/22 11:22] Justin Clark-Casey: bluewall: not in summary. Did you read the relevant e-mail? [2011/11/22 11:22] BlueWall Slade: yes [2011/11/22 11:22] BlueWall Slade: it looks ok to me - if I understand it fully [2011/11/22 11:22] Justin Clark-Casey: ok [2011/11/22 11:23]  Gennifer Eros: Ok, off to my region to see if the door issue is fixed, be back soon [2011/11/22 11:23] Nebadon Izumi: lk [2011/11/22 11:24]  Richardus Raymaker: otherwise use axe gennifer [2011/11/22 11:24] Andrew Hellershanks: Door issue in OS? Wonder if that is a door script from SL ;-) [2011/11/22 11:24] Nebadon Izumi: nah, she had AppDomainLoading = false [2011/11/22 11:24]  Nebadon Izumi: that breaks sims on windows [2011/11/22 11:24]  Andrew Hellershanks: oh, right [2011/11/22 11:25]  Nebadon Izumi: lots of scripts dont work [2011/11/22 11:25]  Richardus Raymaker: i know someone told me sometimes after crahs restart the doors stopped working. but that script looked so basic [2011/11/22 11:25]  Nebadon Izumi: have no doubt it will work [2011/11/22 11:25]  sim core: ( I never understood, the use of doors in the metaverse other than visuals :-) [2011/11/22 11:25]  Richardus Raymaker: more fun to write from scratch. as soon you know how [2011/11/22 11:25]  Nebadon Izumi: same reason were all human form i guess [2011/11/22 11:25]  Nebadon Izumi: lol [2011/11/22 11:26]  BlueWall Slade: and sitting on couches [2011/11/22 11:26]  Nebadon Izumi: hehe [2011/11/22 11:26] Richardus Raymaker: no couches. would save lots of work [2011/11/22 11:26] sim core: :-J Well, I tried dancing as a robot and humanoid seems more 'Fluid' for that [2011/11/22 11:26] Akira Sonoda: Akira Sonoda nods [2011/11/22 11:27] Nebadon Izumi: robots can only dance good to binary [2011/11/22 11:27] Richardus Raymaker: it seems a megasim if its 4x4 start to do wierd with system load. think mono is going nuts [2011/11/22 11:27] Richardus Raymaker: 3x3 i think is ok [2011/11/22 11:27]  BlueWall Slade: I need to make a script to compare the avatar position/prim position between the broking sit version [2011/11/22 11:27] sim core: :-J [2011/11/22 11:27] Richardus Raymaker: what a shame. would windows work better ? [2011/11/22 11:27] Nebadon Izumi: my OKC Sandbox is a 4x4 [2011/11/22 11:27] Nebadon Izumi: no problems [2011/11/22 11:27] Richardus Raymaker: hmm. i get system loads that go up to 14 or more nebadon [2011/11/22 11:27] Richardus Raymaker: ok, good to know i can work [2011/11/22 11:27] Gennifer Eros: Thank you neb, that fixed it [2011/11/22 11:27]  Nebadon Izumi: even with empty sim? [2011/11/22 11:27] Andrew Hellershanks: sim: doors are all part of making virtual places look/act like you would expect them to in RL [2011/11/22 11:28]  BlueWall Slade: hopefully it will be a constant, and I can make a script to fix the sit targets in the region [2011/11/22 11:28] Richardus Raymaker: its empty yes [2011/11/22 11:28] Nebadon Izumi: no Problem Gennifer, i knew it would [2011/11/22 11:28] Grant Silversmith: Hey, you are my neighbor. [2011/11/22 11:28] Gennifer Eros: Would be nice if it had been documneted though lol [2011/11/22 11:28] Nebadon Izumi: that seems odd Richardus [2011/11/22 11:28] Justin Clark-Casey: we leverage the conventions of meatspace [2011/11/22 11:28] Nebadon Izumi: lol [2011/11/22 11:28] Andrew Hellershanks: hehe [2011/11/22 11:28] Richardus Raymaker: but need to check anyway soemthing. sda is doing weird with atime [2011/11/22 11:28] Simulator Version v0.5: shouts: OpenSim 0.7.3 Dev          b89c48b: 2011-11-21 22:06:43 +0000 (Unix/Mono) [2011/11/22 11:28] sim core: ( I mean, why not leave them opened as most of the time people do not like opening them :-) [2011/11/22 11:28] Richardus Raymaker: its good to know you hvae 4x4. so it must works. its a nice size [2011/11/22 11:28] Justin Clark-Casey: heh [2011/11/22 11:29] Nebadon Izumi: ya visit OKC Sandbox [2011/11/22 11:29] Nebadon Izumi: you can check it out [2011/11/22 11:29] Richardus Raymaker: i dont like opendoors [2011/11/22 11:29] Nebadon Izumi: i do all my vehicle dev work there [2011/11/22 11:29] Richardus Raymaker: hehe, doing that on 1x1 now. but for the big works i need space [2011/11/22 11:29] Nebadon Izumi: 18 users 900mb [2011/11/22 11:29] Nebadon Izumi: thats pretty good [2011/11/22 11:29] Nebadon Izumi: there is a distinct lowering of memory usage [2011/11/22 11:29] Nebadon Izumi: not sure from what [2011/11/22 11:29] Nebadon Izumi: but there clearly is [2011/11/22 11:30]  Justin Clark-Casey: could be something unrelated [2011/11/22 11:30] Nebadon Izumi: normally by now we are well over 1000mb [2011/11/22 11:30] Richardus Raymaker: uhmm you have some less prims here and scripts ? [2011/11/22 11:30] Justin Clark-Casey: we still churn thorough far too much memory [2011/11/22 11:30] Nebadon Izumi: like more into the 1200-1300mb range [2011/11/22 11:30] Nebadon Izumi: ya [2011/11/22 11:30]  Nebadon Izumi: its certainly not perfect [2011/11/22 11:30] Justin Clark-Casey: 17 main agents right now [2011/11/22 11:30] Nebadon Izumi: but it seems better today [2011/11/22 11:30] Justin Clark-Casey: far from perfect - it might be a fundamental difficulty with using a VM for the main scene loop [2011/11/22 11:30] Nebadon Izumi: ya someone must have just left [2011/11/22 11:30] sim core: :-J Right, I was goinf to say 900mb/ 18 avatars seems to be quite a lot [2011/11/22 11:30] Nebadon Izumi: it was 18 when i said that [2011/11/22 11:31] sim core: *Going [2011/11/22 11:31] Richardus Raymaker: does anybody know how much a LL region use at peak ? say 25 avatars ? [2011/11/22 11:31] Nebadon Izumi: if i recall [2011/11/22 11:31] Justin Clark-Casey: When I log in I often see lots of regios with 25 avatars [2011/11/22 11:31] Nebadon Izumi: LL sims are allotted 2gb ram [2011/11/22 11:31] Justin Clark-Casey: advertised on the main screen [2011/11/22 11:31] Yoshiko Fazuku: hehe i wish some one would atempt to do a straight port from c# to C++ just to see the difrance [2011/11/22 11:31] Nebadon Izumi: can can spike to 4gb [2011/11/22 11:31] Nebadon Izumi: if they need [2011/11/22 11:31] Nebadon Izumi: but if it goes over 2gb for long they will kick it [2011/11/22 11:32]  Richardus Raymaker: aha. nice for neighborn regions on system. 4GB. [2011/11/22 11:32] BlueWall Slade: ohhhh, lol. After working to upgrade some viewer libs, I don't know about the C++ thing. [2011/11/22 11:32] Richardus Raymaker: then 900MB is nt bad here [2011/11/22 11:32] Justin Clark-Casey: C# allows one to develop much quicker, I think [2011/11/22 11:33] Justin Clark-Casey: and it avoides buffer overflows, which is good from a security perspective [2011/11/22 11:33] Nebadon Izumi: lol it would take a good year of solid work by several very skilled C++ programmers [2011/11/22 11:33] BlueWall Slade: I think it runs acceptible too [2011/11/22 11:33] Nebadon Izumi: to fully port opensim to C++ [2011/11/22 11:33] Richardus Raymaker: loves LSL. feels like basic and delphi. :o still need to dig in C# [2011/11/22 11:33] Justin Clark-Casey: but it's slower and I think the pause for GC on mono introubles a jolt into the sceen loop [2011/11/22 11:33] Nebadon Izumi: just to see that it wont run any better [2011/11/22 11:33] Nebadon Izumi: lol [2011/11/22 11:33] Justin Clark-Casey: heh [2011/11/22 11:33] Nebadon Izumi: SL is mostly C++ [2011/11/22 11:33] BlueWall Slade: yeah, the GC could be better [2011/11/22 11:33] Derek foggarty: hello :) [2011/11/22 11:33]  Justin Clark-Casey: it's a problem [2011/11/22 11:33]  Justin Clark-Casey: hi derek [2011/11/22 11:33]  Nebadon Izumi: depends BlueWall [2011/11/22 11:33]  Nebadon Izumi: on how good the programmers are [2011/11/22 11:34]  Nebadon Izumi: nothing is auotmatic in C++ [2011/11/22 11:34]  Justin Clark-Casey: but tbh, reducing memory churn would help, I think [2011/11/22 11:34]  Nebadon Izumi: and you would likely spend 50-75% of your time fixing security holes [2011/11/22 11:34]  Nebadon Izumi: lol [2011/11/22 11:34]  Richardus Raymaker: well, with C++ you dont need mono on linux. it saves extra layer and maby increase speed [2011/11/22 11:34]  Nebadon Izumi: "maybe" [2011/11/22 11:34]  Richardus Raymaker: :) [2011/11/22 11:35] BlueWall Slade: you would need to distribute a staticaly linked binary or somethng [2011/11/22 11:35] Justin Clark-Casey: anyway, nobody is rewriting opensim in c anytime soon [2011/11/22 11:35] Nebadon Izumi: also cross platform becomes slightly more difficult [2011/11/22 11:35] Justin Clark-Casey: or C++ [2011/11/22 11:35] Justin Clark-Casey: or snything else, really [2011/11/22 11:35] BlueWall Slade: it woulnd be pretty hard to get all the libs to line up [2011/11/22 11:35]  Nebadon Izumi: ya [2011/11/22 11:35]  Nebadon Izumi: go try to compile a viewer [2011/11/22 11:35] Richardus Raymaker: still hear devs scream with viewers and linux :) [2011/11/22 11:35]  BlueWall Slade: the Ardour project does a good job [2011/11/22 11:35]  Justin Clark-Casey: Sometimes I wish opensim were written in java though. THe JVM and libraries are much more mature there [2011/11/22 11:35]  Nebadon Izumi: then come back and tell me you want opensim in C++ [2011/11/22 11:35]  BlueWall Slade: but, it's a major job to compile it [2011/11/22 11:35]  Nebadon Izumi: go try compiling a viewer on Windows/Mac/Linux [2011/11/22 11:36]  Justin Clark-Casey: the viewer is 3x the size of opensim [2011/11/22 11:36]  Nebadon Izumi: then come back and say C++ is better [2011/11/22 11:36]  Justin Clark-Casey: but it takes vastly longer than 3x to compile :) [2011/11/22 11:36] Nebadon Izumi: is it 3x? [2011/11/22 11:36] BlueWall Slade: at least [2011/11/22 11:36] Justin Clark-Casey: in loc, approximately [2011/11/22 11:36] Nebadon Izumi: in terms of file size footprint [2011/11/22 11:36] Nebadon Izumi: they are the same [2011/11/22 11:36] Nebadon Izumi: arent they? [2011/11/22 11:36] Nebadon Izumi: ya [2011/11/22 11:36]  Nebadon Izumi: i guess its libraries [2011/11/22 11:36] Nebadon Izumi: they both take about 70-90mb [2011/11/22 11:37] BlueWall Slade: it takes me about 2 hours to compile just one of the libraries it uses to build another library [2011/11/22 11:37] Justin Clark-Casey: Justin Clark-Casey is getting a might 3 fps on his windows box here [2011/11/22 11:37] Justin Clark-Casey: I know I know, need to update the libraries :) [2011/11/22 11:37]  Justin Clark-Casey: er, drivers [2011/11/22 11:37]  Nebadon Izumi: heh [2011/11/22 11:37]  Nebadon Izumi: ya honestly [2011/11/22 11:37]  Richardus Raymaker: i wish the help command gave more clear info on console. its norw some letter soup. not sure if the wiki have updated page with commands ? [2011/11/22 11:37]  Nebadon Izumi: im not suprised you have performance issues with that card [2011/11/22 11:37]  Gennifer Eros: Gennifer Eros has 13 FPS [2011/11/22 11:37]  Nebadon Izumi: techincally that card is not supported by the viewer [2011/11/22 11:37]  Justin Clark-Casey: that's true [2011/11/22 11:37]  Nebadon Izumi: its not even a game card [2011/11/22 11:38]  Gennifer Eros: Gennifer Eros on her piss poor at best 2Mb connection [2011/11/22 11:38]  Justin Clark-Casey: also true [2011/11/22 11:38]  sim core: :-) [2011/11/22 11:38] Justin Clark-Casey: hmph [2011/11/22 11:38] Nebadon Izumi: heh [2011/11/22 11:38] Nebadon Izumi: its an awesome peice of hardware [2011/11/22 11:38] Nebadon Izumi: its just not really inline with SL [2011/11/22 11:38]  Nebadon Izumi: Nvidia Quadro [2011/11/22 11:38] Richardus Raymaker: hmm, thats a optimized cad/cam card [2011/11/22 11:38] BlueWall Slade: at least you have color now [2011/11/22 11:38] Gennifer Eros: I have an APU now lol [2011/11/22 11:39] Nebadon Izumi: yes Richardus [2011/11/22 11:39] Nebadon Izumi: but the drivers are very differnt [2011/11/22 11:39] Nebadon Izumi: than a standard Nvidia card [2011/11/22 11:39] Justin Clark-Casey: was looking at a 560 ti today for my main box [2011/11/22 11:39] Nebadon Izumi: that has fixes for games [2011/11/22 11:39] Nebadon Izumi: and optimizations specifically for games [2011/11/22 11:39] Nebadon Izumi: Quadro does not have [2011/11/22 11:39] Richardus Raymaker: optimized for opengl with extra commands special for autodesk / solidedge etc [2011/11/22 11:39] Nebadon Izumi: yes but not gaming [2011/11/22 11:39] Richardus Raymaker: yes [2011/11/22 11:39] BlueWall Slade: justincc, did you see that pastebin about the shell variables? [2011/11/22 11:39] Justin Clark-Casey: I'm not sure you would class sl as gaming [2011/11/22 11:39] Richardus Raymaker: why pay 2x more for quadra then for a good gamerscard ? [2011/11/22 11:40] Justin Clark-Casey: bluewall: yes [2011/11/22 11:40] OtakuMegane Desu: For 3D rendering or OpenCL that thing could utterly toast it's gaming equivalent though. [2011/11/22 11:40] Yoshiko Fazuku: i have a ATI Radeon HD 4800 Series [2011/11/22 11:40] Richardus Raymaker: hehe [2011/11/22 11:40] Richardus Raymaker: justin is right. cant call virtualworld a game [2011/11/22 11:40] Nebadon Izumi: ya its a nice piece of hardware [2011/11/22 11:40] Nebadon Izumi: but its in a laptop too [2011/11/22 11:40] Nebadon Izumi: its not a full on Quadro [2011/11/22 11:40] Justin Clark-Casey: In terms of the perf load [2011/11/22 11:40] BlueWall Slade: I would like to push that - but want to know about foring Nini [2011/11/22 11:40] Nebadon Izumi: which also has its own set of issues [2011/11/22 11:40] Andrew Hellershanks: Rewrite the viewer in something other than C++ would be nice. Different build for it would be good too. I've never had any success building viewer code. [2011/11/22 11:40] BlueWall Slade: forking [2011/11/22 11:41] Justin Clark-Casey: realtime is very important for the viewer [2011/11/22 11:41] Nebadon Izumi: building the viewer is like jumping from the bulding in the matrix [2011/11/22 11:41] Justin Clark-Casey: that's why s omuch gaming stuff is C++ [2011/11/22 11:41] Nebadon Izumi: no one makes it the 1st time [2011/11/22 11:41] Nebadon Izumi: lol [2011/11/22 11:41] Richardus Raymaker: still opensim give a way lower framerate then sl [2011/11/22 11:41]  Justin Clark-Casey: not quite so critical for the server but it could still be a weakness [2011/11/22 11:41] sim core: :-J Jumping, from the building... [2011/11/22 11:41] sim core: ...nice analogy [2011/11/22 11:41] Nebadon Izumi: there is so much optimization left in opensim still [2011/11/22 11:42] Andrew Hellershanks: You meantioned memory aspects in OS but there are also places where there is more CPU over head than there needs to be. [2011/11/22 11:42] Nebadon Izumi: we are way jumping the gun on blaming A) C# and B) incomplete mono [2011/11/22 11:42] Justin Clark-Casey: and very basic stuff [2011/11/22 11:42] Nebadon Izumi: also [2011/11/22 11:42] Nebadon Izumi: in Windows [2011/11/22 11:42] Justin Clark-Casey: true [2011/11/22 11:42] Nebadon Izumi: we do not easily support x64 [2011/11/22 11:42] Nebadon Izumi: in 32 bit mode [2011/11/22 11:42] Nebadon Izumi: after .net overhead [2011/11/22 11:42] Justin Clark-Casey: physics is one of the bottlenecks [2011/11/22 11:42] Nebadon Izumi: that leaves about 1.4gb for OpenSim [2011/11/22 11:42] Justin Clark-Casey: that is pure cpu and single threaded [2011/11/22 11:42] Nebadon Izumi: which runs out fast [2011/11/22 11:42] Justin Clark-Casey: at least on ode [2011/11/22 11:42] Nebadon Izumi: ya [2011/11/22 11:42]  Nebadon Izumi: Bullet is the solution to that [2011/11/22 11:43] Nebadon Izumi: ODE just barely supports multi thread [2011/11/22 11:43] Nebadon Izumi: and what i tested completely breaks opensim [2011/11/22 11:43] Andrew Hellershanks: Andrew Hellershanks doesn't like the CPU cycle wastage in MapAndArray [2011/11/22 11:43] Justin Clark-Casey: it's really not a prioblem compared to physics [2011/11/22 11:43] Justin Clark-Casey: there's no point optimizing something without measuring it, and you can see from the client stats where the time is being spent, at least in the main scene loop [2011/11/22 11:44] Justin Clark-Casey: altohugh that's muddied by gc occasionally inflating some numbers [2011/11/22 11:44] Nebadon Izumi: ya I am sure there is still tons of room for improvement to the actual opensim code though [2011/11/22 11:44] Nebadon Izumi: that could improve alot of that [2011/11/22 11:44] Nebadon Izumi: mono and .net are always improving too [2011/11/22 11:44] Justin Clark-Casey: yes, absolutely [2011/11/22 11:44] OtakuMegane Desu: Yeah. [2011/11/22 11:44] Richardus Raymaker: only thing with pshics here it use much more time then in sl. 1 verhicle = 150ms +/- and it seems the sim go nuts if the timer hits 1000ms [2011/11/22 11:44] sim core: :-J Lucky, it's a distinct part of the experience and I don't expect any free library to be able to compete with commercial ones perfectly [2011/11/22 11:44] OtakuMegane Desu: THe language really isn't the problem. [2011/11/22 11:45] Andrew Hellershanks: True but its the principle of the thing. It bugs me knowing its there. Since the wastage is only during building (linking/unlinking) its considered by some to not be important to do anything about. I still think a couple minor changes change help. [2011/11/22 11:45] Nebadon Izumi: even commercial ones are not perfect [2011/11/22 11:45] Nebadon Izumi: and game designers are constantly making hackish work arounds to fix things quickly [2011/11/22 11:45] Justin Clark-Casey: well you know, patches are welcome [2011/11/22 11:45] Andrew Hellershanks: Small changes can made a big difference in areas with large group of users. [2011/11/22 11:46] Andrew Hellershanks: yeah, just working on a project I haven't touched in about 4.5 years. I'll get to it soon [2011/11/22 11:46] Justin Clark-Casey: some of that stuff is used to avoid thread contention and deadlocks [2011/11/22 11:46] Richardus Raymaker: it would be nice if group/invemntory/HG actions dont lock the region [2011/11/22 11:46] Andrew Hellershanks: Having to rebuild an array everytime you link/unlink a single item is nuts. [2011/11/22 11:46] Nebadon Izumi: ya inventory needs a lot of help [2011/11/22 11:46] Richardus Raymaker: not sure if it happens everywhere. but a HG search can freeze you [2011/11/22 11:46] sim core: :-S HArd to say, where that comes from Richardus [2011/11/22 11:47] Nebadon Izumi: I can utterly clobber a sim with v3 [2011/11/22 11:47]  Nebadon Izumi: if i clear my cache [2011/11/22 11:47] Andrew Hellershanks: Richardus, some of that could be network related delays [2011/11/22 11:47] Nebadon Izumi: and do a search before inventory is like 50% down [2011/11/22 11:47] Nebadon Izumi: if i do a search before then the sim just dies [2011/11/22 11:47] Nebadon Izumi: spews 1000's of lines of inventory timeouts [2011/11/22 11:47] Richardus Raymaker: "the little improvements" [2011/11/22 11:47] sim core: :-J I notice a lot of chatter between regions sometimes, creating the lag it seems and maybe setting a flag to prevent taking care of certain regions would help [2011/11/22 11:47] Nebadon Izumi: ya [2011/11/22 11:47]  BlueWall Slade: I remember the map for HG was saturating the buffers [2011/11/22 11:47] Justin Clark-Casey: nebadon: I might implement the inventory cap and see if that makes a difference [2011/11/22 11:47] Justin Clark-Casey: take that traffic off udp [2011/11/22 11:47] Nebadon Izumi: having neighbours sucks! [2011/11/22 11:47] Richardus Raymaker: its still all 1 big thread ? or its already use own threads ? [2011/11/22 11:48] BlueWall Slade: I didn't see any feedback machanism [2011/11/22 11:48] Nebadon Izumi: Wright Plaza runs a lot better if there are no nieghbors [2011/11/22 11:48] Nebadon Izumi: any sim does really for that matter [2011/11/22 11:48] Kev Brinner: hi [2011/11/22 11:48]  Justin Clark-Casey: yes [2011/11/22 11:48] Justin Clark-Casey: hi kev [2011/11/22 11:48] BlueWall Slade: the packets are just popped into the buffer to wait - which is ok for the network side [2011/11/22 11:48] Kev Brinner: good evening [2011/11/22 11:48] Richardus Raymaker: hello kev [2011/11/22 11:49] Kev Brinner: rich:) [2011/11/22 11:49]  sim core: :-) Well, that's to be expected and perhaps instead of having a flag to hide the region from others having the flag hide other regions to itself would help out [2011/11/22 11:49] BlueWall Slade: but, if it eats most of your memory by not feeding back some info, or having some top limits, you can eat your sim up in a hurry. [2011/11/22 11:49] BlueWall Slade: I'm guessing everything that is network related does that [2011/11/22 11:49] Richardus Raymaker: and do you not get a big querry length that way [2011/11/22 11:50] Kev Brinner: hi hon [2011/11/22 11:50] Richardus Raymaker: i know in the past if grid where down i saw load raising. but that where the same system i have again problem with. only now i can access it easy [2011/11/22 11:51] Richardus Raymaker: newer not betetr :O [2011/11/22 11:52] Matt CMPNetwork: came to crash the party whatzz up [2011/11/22 11:52]  Richardus Raymaker: i have the idea btw that hair get lost a bit more the last time [2011/11/22 11:52] Matt CMPNetwork: hey justin [2011/11/22 11:52] Matt CMPNetwork: finally get to meet you :) [2011/11/22 11:52]  Richardus Raymaker: or dont get rezzed back good [2011/11/22 11:52]  Justin Clark-Casey: Hi Matt [2011/11/22 11:52]  Matt CMPNetwork: yeah i heard you cruised by my sim recently [2011/11/22 11:52]  Matt CMPNetwork: and flew into a residents home :P [2011/11/22 11:52]  Justin Clark-Casey: I was just randomly wondering aroudn [2011/11/22 11:52]  Matt CMPNetwork: lol [2011/11/22 11:53]  Matt CMPNetwork: its all good [2011/11/22 11:53]  sim core: :-S Saw the lost attachments at zero-zero, not badly placed though and I thought it was mostly viewer related [2011/11/22 11:53]  Richardus Raymaker: sorry justin, we still dont hav ebreakable glass in osgrid [2011/11/22 11:53]  Ni LemonBrinner: Good evening all [2011/11/22 11:53]  Andrew Hellershanks: What is the status on the lost & found at 0,0,0 of attachments? Anyone else seen that again recently? [2011/11/22 11:53] Justin Clark-Casey: Hi Ni [2011/11/22 11:53]  sim core: * A while back [2011/11/22 11:53] Matt CMPNetwork: oh i did notice 1 thing [2011/11/22 11:53] Matt CMPNetwork: justin question about lost and found issue [2011/11/22 11:53] Justin Clark-Casey: Andrew: I hadn't head of that [2011/11/22 11:53] Matt CMPNetwork: i noticed with items when you collect them they are going into lost and found [2011/11/22 11:53] Matt CMPNetwork: instead of inventory [2011/11/22 11:53] Richardus Raymaker: or trashcan matt [2011/11/22 11:53] Key Gruin: nebadon, you found some stuff at 255,255,0 right? [2011/11/22 11:53] Justin Clark-Casey: collect? [2011/11/22 11:54] Richardus Raymaker: made a while ago a mantis [2011/11/22 11:54] Matt CMPNetwork: yeah collect - take [2011/11/22 11:54] Sarah Kline: if you sit on a prim then delete it you end up at 0.0.0 ) [2011/11/22 11:54]  Andrew Hellershanks: Justin, np. Just asking as nebadon recently found a stash of stuff at 0/0/0 recently [2011/11/22 11:54]  Matt CMPNetwork: when you take them back from rezzing them [2011/11/22 11:54]  Matt CMPNetwork: they go into trash can or lost and found [2011/11/22 11:54]  Justin Clark-Casey: sarah: yeah, that's a bug that should be fixed :) [2011/11/22 11:54] Richardus Raymaker: if you take objkect or return justin. the dont always end where you expect them. [2011/11/22 11:54] Justin Clark-Casey: you go into someone's pocket [2011/11/22 11:54] Sarah Kline: heheh [2011/11/22 11:54] Justin Clark-Casey: ok, that sounds like a bug of some description [2011/11/22 11:54] sim core: :-J Sitting is supposed to send you to zero-zero I believe [2011/11/22 11:54] Matt CMPNetwork: yeah [2011/11/22 11:54] Justin Clark-Casey: or your own pocket... [2011/11/22 11:54] Matt CMPNetwork: also about groups [2011/11/22 11:54] Matt CMPNetwork: when will that module be fixed [2011/11/22 11:54] Justin Clark-Casey: sitting attached you as a link object to the prim, if it has a sit target [2011/11/22 11:55] Matt CMPNetwork: so if someone throws a message to a group it wont lag your system or server [2011/11/22 11:55] Richardus Raymaker: its same as rezz object from inventory folder. then delete the folder. then take object back. the objects ends in the trashcan in the deleted folder [2011/11/22 11:55] Andrew Hellershanks: Matt, when are you planning on providing the fixes? ;-) [2011/11/22 11:55] Justin Clark-Casey: matt: it's not a consistent problem [2011/11/22 11:55]  Matt CMPNetwork: it always likes to bog down my server when someone says notices or messages a certain group [2011/11/22 11:55]  Justin Clark-Casey: probably won't be fixed for quite a while [2011/11/22 11:55]  sim core: ( untill the buffered data frees up) [2011/11/22 11:55]  Matt CMPNetwork: ok just curious [2011/11/22 11:55]  Matt CMPNetwork: thats my questions ha [2011/11/22 11:55]  Matt CMPNetwork: i am good now :P [2011/11/22 11:55]  Justin Clark-Casey: I entertain vague thoughts of doing a core implementation of groups, but tjust don't get the time [2011/11/22 11:55]  Richardus Raymaker: disable group chat matt [2011/11/22 11:55]  Andrew Hellershanks: Group stuff should be made a module that doesn't need an external PHP stuff [2011/11/22 11:55]  Matt CMPNetwork: no no its not that [2011/11/22 11:55]  Matt CMPNetwork: say someone is on my sim [2011/11/22 11:56] Matt CMPNetwork: they blast a message out to a group [2011/11/22 11:56] Matt CMPNetwork: and i get this killer error notices on my console [2011/11/22 11:56] Matt CMPNetwork: when i am logged into ssh [2011/11/22 11:56] Andrew Hellershanks: error notices? [2011/11/22 11:56] Matt CMPNetwork: spits out all sorts of group stuff [2011/11/22 11:56] Matt CMPNetwork: yeah [2011/11/22 11:56] BlueWall Slade: if the group is large, the database has to store one for each [2011/11/22 11:56] Matt CMPNetwork: and bogs down the memory [2011/11/22 11:56] Matt CMPNetwork: hardcore [2011/11/22 11:56] Matt CMPNetwork: it almost is like a memory leak [2011/11/22 11:56] Richardus Raymaker: hmm, why is http://opensimulator.org many times so terrible slow ? [2011/11/22 11:56] Matt CMPNetwork: to some degree with that group message notice [2011/11/22 11:56] Andrew Hellershanks: If it is spttingout red text, capture the info and paste it somewhere so it can be looked at. [2011/11/22 11:56] BlueWall Slade: well, it stores one for each member whether it's large or small. [2011/11/22 11:56] Matt CMPNetwork: i did [2011/11/22 11:57] Matt CMPNetwork: i had posted it on mantis [2011/11/22 11:57] Matt CMPNetwork: about that group issue [2011/11/22 11:57] Andrew Hellershanks: bug #? [2011/11/22 11:57] Matt CMPNetwork: yeah mantis on opensimulator posted it [2011/11/22 11:57]  Richardus Raymaker: i wanted to fin my mantis, but page dont load [2011/11/22 11:57] Matt CMPNetwork: hey Key [2011/11/22 11:57] Matt CMPNetwork: sup homer [2011/11/22 11:57] Richardus Raymaker: hi key [2011/11/22 11:57] Key Gruin: hi Matt Rich [2011/11/22 11:57] Gennifer Eros: Evening key [2011/11/22 11:57] Key Gruin: hi Gennifer [2011/11/22 11:58] Matt CMPNetwork: good good [2011/11/22 11:58] Matt CMPNetwork: thank you [2011/11/22 11:58] Richardus Raymaker: ok, cant access the webpage. its waiting [2011/11/22 11:58] Richardus Raymaker: hehe.. [2011/11/22 11:59] Ni LemonBrinner: one question please, when we get our inventory folders in OpenSim Library, how can we delete them there? The folders stay and I only could get back by copy paste the full perms items. [2011/11/22 11:59] Richardus Raymaker: this one is copnfirmed. but i think its also todo with lost & found. http://opensimulator.org/mantis/view.php?id=5767 [2011/11/22 11:59] Nebadon Izumi: you have to copy it Ni [2011/11/22 11:59]  Nebadon Izumi: the whole thing [2011/11/22 11:59] Nebadon Izumi: right click the item [2011/11/22 11:59] Nebadon Izumi: say its a script [2011/11/22 11:59] Justin Clark-Casey: richardus: ok [2011/11/22 12:00]  Andrew Hellershanks: Matt, if I can find the group bug in mantis, I'll put a watch on it. Search, Profile, and Groups stuff are things I am interested to work on. [2011/11/22 12:00] Matt CMPNetwork: http://opensimulator.org/mantis/view.php?id=5797 [2011/11/22 12:00] Nebadon Izumi: then paste it into primary inventory [2011/11/22 12:00] Nebadon Izumi: no getting around that [2011/11/22 12:00] Matt CMPNetwork: there is my issue [2011/11/22 12:00] Matt CMPNetwork: http://opensimulator.org/mantis/view.php?id=5797 [2011/11/22 12:00] Ni LemonBrinner: thks Neb [2011/11/22 12:00] Matt CMPNetwork: when that happens [2011/11/22 12:00] Matt CMPNetwork: my server gets nailed hard [2011/11/22 12:00] Matt CMPNetwork: just spits out red errors and then it actually crashed my whole server a couple times [2011/11/22 12:00] Matt CMPNetwork: even my music sites were down database wise [2011/11/22 12:00] Matt CMPNetwork: i had to do a total cold reboot [2011/11/22 12:00] Matt CMPNetwork: that sorta sucked [2011/11/22 12:00] Richardus Raymaker: wich version you use now ? [2011/11/22 12:01] Matt CMPNetwork: version of opensim? [2011/11/22 12:01] Richardus Raymaker: yes [2011/11/22 12:01] Justin Clark-Casey: matt: there isn't enough detail in that mantis. [2011/11/22 12:01] Matt CMPNetwork: newest one [2011/11/22 12:01] Key Gruin: is there a mantis for being stuck walking in place? [2011/11/22 12:01] Mimetic Core: lol [2011/11/22 12:01] Justin Clark-Casey: You need to attach the reelevant log [2011/11/22 12:01] Matt CMPNetwork: well that was the only output it showed [2011/11/22 12:01] Justin Clark-Casey: key: no, but there should be [2011/11/22 12:01]  Matt CMPNetwork: in the console before it crashed [2011/11/22 12:01] Andrew Hellershanks: Oh, timeout issues accessing the XMLrpc stuff. [2011/11/22 12:01] Matt CMPNetwork: and i had to reload whole system [2011/11/22 12:01] Justin Clark-Casey: matt: why are you talking about red spewing errors then? [2011/11/22 12:01] Matt CMPNetwork: that was what it was spitting out [2011/11/22 12:01] Matt CMPNetwork: in red [2011/11/22 12:01] Matt CMPNetwork: ha [2011/11/22 12:01]  Matt CMPNetwork: and bottom part in yellow [2011/11/22 12:02] Justin Clark-Casey: spewing would be lots of errors [2011/11/22 12:02] Matt CMPNetwork: ow [2011/11/22 12:02]  Gennifer Eros: I get a number of yellow warning but no red errors [2011/11/22 12:02] Matt CMPNetwork: well it just kept repeating that error [2011/11/22 12:02] Nebadon Izumi: probably a thread lock [2011/11/22 12:02] Matt CMPNetwork: over and over [2011/11/22 12:02] Justin Clark-Casey: matt: are you running on mono? [2011/11/22 12:02] Matt CMPNetwork: yup [2011/11/22 12:02] Matt CMPNetwork: sent you a Im about that [2011/11/22 12:02] Justin Clark-Casey: no, I suspect the client is gcontinually making the request and not being happy with th eresponse [2011/11/22 12:02] Justin Clark-Casey: sorry, can't deal with IM [2011/11/22 12:02]  Matt CMPNetwork: i use a dedicated server linux CentOs [2011/11/22 12:02] Matt CMPNetwork: 64 bit [2011/11/22 12:02] Matt CMPNetwork: 4 gigs memory and 3 gig processor [2011/11/22 12:02] Justin Clark-Casey: nebadon: you remember seeing that before? [2011/11/22 12:03] Matt CMPNetwork: oh hey neb [2011/11/22 12:03] Matt CMPNetwork: :) [2011/11/22 12:03]  Justin Clark-Casey: some rogue client doing it, it seemed [2011/11/22 12:03]  Matt CMPNetwork: yeah it was nerfed hard lol [2011/11/22 12:03]  Justin Clark-Casey: matt: okay, you need to run with the --debug switch to get line numbers [2011/11/22 12:03]  Matt CMPNetwork: i think they were inviting friends [2011/11/22 12:03]  Matt CMPNetwork: from a group or posting [2011/11/22 12:03]  Matt CMPNetwork: the surl [2011/11/22 12:03]  Matt CMPNetwork: and it tried to send everyone a offline message as well [2011/11/22 12:03]  Matt CMPNetwork: i noticed that too [2011/11/22 12:04]  Andrew Hellershanks: I need to get going. Got some errands to run then I can finish reviewing changes in 69 files to make sure no changes slipped in that I didn't want. [2011/11/22 12:04]  Nebadon Izumi: the Group spew? [2011/11/22 12:04]  Nebadon Izumi: ya we see it occasionaly [2011/11/22 12:04] Matt CMPNetwork: yeah [2011/11/22 12:04] Justin Clark-Casey: nebadon: yeah [2011/11/22 12:04] Nebadon Izumi: probably best to turn off Group Messaging [2011/11/22 12:04] Matt CMPNetwork: but [2011/11/22 12:04] Nebadon Izumi: in OpenSim.ini [2011/11/22 12:04] Matt CMPNetwork: oww ok [2011/11/22 12:04]  Nebadon Izumi: its off on all the plazas i think [2011/11/22 12:04] Matt CMPNetwork: so if i do that [2011/11/22 12:04] Matt CMPNetwork: it wont allow people to message groups on my sim right? [2011/11/22 12:04] Nebadon Izumi: let me look [2011/11/22 12:04] Matt CMPNetwork: so the downside [2011/11/22 12:04] Matt CMPNetwork: would be what about my group [2011/11/22 12:04] Matt CMPNetwork: for my music site and region [2011/11/22 12:04] Andrew Hellershanks: Is there a generic class (or something) in OS for issuing DB queries? [2011/11/22 12:05] Matt CMPNetwork: that would be down too as well right? [2011/11/22 12:05] Andrew Hellershanks: building and/or issuing [2011/11/22 12:05] Justin Clark-Casey: Andrew: it's all in the OpenSim.Data packages [2011/11/22 12:05] Andrew Hellershanks: k, that makes sense. [2011/11/22 12:05] Richardus Raymaker: matt, you can disable group IM. but group notices etc keep working [2011/11/22 12:05] Matt CMPNetwork: cool [2011/11/22 12:05] Matt CMPNetwork: now that i will do [2011/11/22 12:05]  Matt CMPNetwork: lol [2011/11/22 12:05] Nebadon Izumi: MessagingEnabled = false [2011/11/22 12:05] Matt CMPNetwork: now will it prevent them from sending a group IM to other groups [2011/11/22 12:05] Matt CMPNetwork: while they are on my sim [2011/11/22 12:05] Matt CMPNetwork: so it wont overload my system with there client [2011/11/22 12:06] Richardus Raymaker: yes, and recieve Im is blocked to [2011/11/22 12:06]  Andrew Hellershanks: See you all next week [2011/11/22 12:06] Matt CMPNetwork: fabulous [2011/11/22 12:06] Richardus Raymaker: bye andrew [2011/11/22 12:06] Sarah Kline: bye andrew [2011/11/22 12:06] Matt CMPNetwork: going to totally nail that in the coffin [2011/11/22 12:06] Matt CMPNetwork: ha [2011/11/22 12:06]  BlueWall Slade: bye Andrew [2011/11/22 12:06] Justin Clark-Casey: bye andrew [2011/11/22 12:06] Matt CMPNetwork: i have 1 more error i see alot [2011/11/22 12:06] Matt CMPNetwork: and i think you responded to that justin [2011/11/22 12:06] Matt CMPNetwork: somethign about the git [2011/11/22 12:07] Matt CMPNetwork: or wait until the next release build [2011/11/22 12:07] Justin Clark-Casey: mantis number? [2011/11/22 12:07] Matt CMPNetwork: hold on [2011/11/22 12:07]  Matt CMPNetwork: let me grab it [2011/11/22 12:07]  Matt CMPNetwork: gotta wait sites overloaded [2011/11/22 12:07] sim core: :-J [2011/11/22 12:08] Nebadon Izumi: what site is overloaded? [2011/11/22 12:08] Matt CMPNetwork: opensimulator [2011/11/22 12:08] Richardus Raymaker: opensimulator.org is terrible slow. dont load pages [2011/11/22 12:08] Matt CMPNetwork: cannot even get to the login page [2011/11/22 12:08] Matt CMPNetwork: for mantis [2011/11/22 12:08] Nebadon Izumi: hmm [2011/11/22 12:08] Matt CMPNetwork: give your hampsters some crack [2011/11/22 12:08] Matt CMPNetwork: tell them to hurry up [2011/11/22 12:08]  Nebadon Izumi: hmm [2011/11/22 12:08] Matt CMPNetwork: lol [2011/11/22 12:09] Nebadon Izumi: server is hardly using any CPU [2011/11/22 12:09] Richardus Raymaker: or turn some lights off matt :) [2011/11/22 12:09]  Matt CMPNetwork: bandwidth ? [2011/11/22 12:09]  Nebadon Izumi: not using any IP either [2011/11/22 12:09]  Nebadon Izumi: let me check [2011/11/22 12:09]  Matt CMPNetwork: err database [2011/11/22 12:09]  Matt CMPNetwork: could be spiked [2011/11/22 12:09]  Justin Clark-Casey: sorry, just pre-empted and restarted opensim [2011/11/22 12:09]  Justin Clark-Casey: er, apahce [2011/11/22 12:09]  Justin Clark-Casey: apache [2011/11/22 12:09]  Matt CMPNetwork: prolly mysqld issue [2011/11/22 12:09]  Justin Clark-Casey: there was hardly any accessing being done, not sure what is going wrong [2011/11/22 12:09]  Matt CMPNetwork: with apache [2011/11/22 12:09]  Nebadon Izumi: oh ok [2011/11/22 12:10]  Nebadon Izumi: it feels better [2011/11/22 12:10]  Justin Clark-Casey: I think you're guessing too much, Matt [2011/11/22 12:10] Nebadon Izumi: maybe memory [2011/11/22 12:10] Justin Clark-Casey: I just restarted apache [2011/11/22 12:10] Nebadon Izumi: wasnt swapping [2011/11/22 12:10] Nebadon Izumi: ya thats wierd [2011/11/22 12:10] Nebadon Izumi: feels better though [2011/11/22 12:10] Matt CMPNetwork: http://opensimulator.org/mantis/view.php?id=5718 [2011/11/22 12:10] Matt CMPNetwork: there ya go [2011/11/22 12:10]  Nebadon Izumi: its like 1000 times faster now [2011/11/22 12:10] Matt CMPNetwork: that is the one you replied to [2011/11/22 12:10]  Matt CMPNetwork: :) [2011/11/22 12:10]  Matt CMPNetwork: but i posted another comment back [2011/11/22 12:10]  Matt CMPNetwork: at the end comment [2011/11/22 12:11]  Matt CMPNetwork: that is pretty much the only other error i got beyond the group issue [2011/11/22 12:11]  Richardus Raymaker: wish we could make a mega region out of more opensim instances. spread load much better :O [2011/11/22 12:11]  Matt CMPNetwork: other then that just the server likes to spike below 30 FPS [2011/11/22 12:11]  Matt CMPNetwork: and sets off my lag detectors richardus made for me ha [2011/11/22 12:11]  Justin Clark-Casey: nebadon: no, it's right down again [2011/11/22 12:11]  Justin Clark-Casey: Matt: in that mantis you implied it was fixed in the last comment [2011/11/22 12:12]  Justin Clark-Casey: each mantis should have only one problem in it [2011/11/22 12:12]  Matt CMPNetwork: no no [2011/11/22 12:12]  Justin Clark-Casey: the console issue is well know - it's not fatal [2011/11/22 12:12] Nebadon Izumi: must be something network related at cari.net [2011/11/22 12:12] Nebadon Izumi: the machine looks fine [2011/11/22 12:12] Matt CMPNetwork: i just said i had updated my opensim [2011/11/22 12:12] Nebadon Izumi: its not io bound or out of cpu or memory [2011/11/22 12:12] Justin Clark-Casey: maybe - but it that case restart apache2 shouldn't fix it [2011/11/22 12:12]  Justin Clark-Casey: matt: no, your last comment says something different [2011/11/22 12:13] Matt CMPNetwork: hold on [2011/11/22 12:13]  Matt CMPNetwork: the last comment i will pastebin it [2011/11/22 12:13]  Matt CMPNetwork: http://pastebin.com/vpuVsd30 [2011/11/22 12:13] Matt CMPNetwork: that was the very last comment to that mantis [2011/11/22 12:14] Justin Clark-Casey: exactly, that's an entirely different issue [2011/11/22 12:14] Matt CMPNetwork: oh [2011/11/22 12:14]  Matt CMPNetwork: hurmm [2011/11/22 12:14] Matt CMPNetwork: ok [2011/11/22 12:14]  Matt CMPNetwork: then new tech report? [2011/11/22 12:14] Justin Clark-Casey: see if one exists first [2011/11/22 12:14] Richardus Raymaker: sounds like a script error [2011/11/22 12:14] Justin Clark-Casey: this is actually a well known issue where the solution isn't known [2011/11/22 12:14] Matt CMPNetwork: aww ok [2011/11/22 12:14]  Justin Clark-Casey: richardus: no it doens't [2011/11/22 12:14]  Richardus Raymaker: think i have seen it as lsl error to [2011/11/22 12:14]  Nebadon Izumi: i installed iftop on opensimulator [2011/11/22 12:14] Matt CMPNetwork: so no solution fix right [2011/11/22 12:14] Richardus Raymaker: hmm ok [2011/11/22 12:14]  Nebadon Izumi: no one is sucking up all the bandwidth [2011/11/22 12:15] Nebadon Izumi: maybe something at data center [2011/11/22 12:15] Nebadon Izumi: let me check [2011/11/22 12:15] Justin Clark-Casey: no known fix [2011/11/22 12:15] Justin Clark-Casey: jus tignore it [2011/11/22 12:15]  Matt CMPNetwork: ok [2011/11/22 12:15]  Matt CMPNetwork: good to know [2011/11/22 12:15] Matt CMPNetwork: checks of list :) [2011/11/22 12:15]  Matt CMPNetwork: ok physics and elevators and vehicles [2011/11/22 12:15]  Matt CMPNetwork: lol [2011/11/22 12:15]  Sarah Kline: Bye all see you next week [2011/11/22 12:15]  Justin Clark-Casey: alright, I have to to go [2011/11/22 12:15]  Gennifer Eros: Bye sarah [2011/11/22 12:15]  Ni LemonBrinner: bye Sarah [2011/11/22 12:15]  Matt CMPNetwork: when or is that ever possible? [2011/11/22 12:15]  Justin Clark-Casey: bye sarah, folks [2011/11/22 12:15]  Matt CMPNetwork: aww well it was nice to meet you [2011/11/22 12:15]  Matt CMPNetwork: briefly :) [2011/11/22 12:16] Matt CMPNetwork: thanks for the heads up on them issues [2011/11/22 12:16] Chrysocolla Rau: Cheerio [2011/11/22 12:16] Matt CMPNetwork: i will kill group IMS [2011/11/22 12:16] Ni LemonBrinner: bye Justin