Chat log from the meeting on 2011-08-16

[10:04 AM] John Flower is Online [10:04 AM] Aaron Duffy has entered chat range (6.3m) [10:04 AM] Richardus Raymaker has entered chat range (7.9m) [10:04 AM] Nebadon Izumi has entered chat range (6.2m) [10:04 AM] John Flower has entered chat range (8.8m) [10:04 AM] Richardus Raymaker: hi justin [10:04 AM] Nebadon Izumi: hello Justin [10:04 AM] Justin Clark-Casey: hi richardus, nebadon, folks [10:05 AM] John Flower: Hello justin [10:05 AM] Master Dubrovna: Hi Justin [10:05 AM] Richardus Raymaker: Justin, have you done something with the wrong rendered sculpts. (square) [10:05 AM] Justin Clark-Casey: wrong rendered sculpts? [10:06 AM] Nebadon Izumi: physics right Richardus? [10:06 AM] Nebadon Izumi: they are colliding like a cube [10:06 AM] Richardus Raymaker: well, i have lots of sculpts that are square to walk [10:06 AM] Richardus Raymaker: yes nebadon [10:07 AM] Justin Clark-Casey: uh, again? [10:07 AM] Richardus Raymaker: sometimes the sculpts are fine, but most after restart the are wrong. [10:07 AM] Richardus Raymaker: if you set them phantom and back noram the work fine to until resart. sometimes a restart works fine. [10:07 AM] Justin Clark-Casey: are these new sculpts or old or both? [10:08 AM] Nebadon Izumi: i have not seen it happen myself [10:08 AM] Richardus Raymaker: and i see it only on my windows test pc with latest osgrid 13-8 [10:08 AM] Richardus Raymaker: very old ones justin. [10:08 AM] Justin Clark-Casey: very latest code? [10:08 AM] Justin Clark-Casey: I think it's possible that old sculpts actually contained sculpt data with the region data itself [10:08 AM] Richardus Raymaker: i use on windows this OSgrid OpenSimulator 0.7.2.dev.b80dfb6 - [zip] [25.8mb] 08-13-2011 [10:08 AM] Justin Clark-Casey: instead of storing them as an asset, which might possibly lead to race condition behaviour [10:08 AM] Justin Clark-Casey: though I don't immediatley know how that could occur [10:09 AM] Richardus Raymaker: but if you set it phantom and normal it works fine [10:09 AM] Justin Clark-Casey: yes, that would be the remshing that this triggers [10:09 AM] Richardus Raymaker: i rezzed a new one and that seems after a restart ok to. need to try that again [10:09 AM] Justin Clark-Casey: when the physics mesh happens, if the sculpt data can't be found for some reason then you end up with a square physics proxy [10:09 AM] Richardus Raymaker: so, can that trigger not be done at startup ? [10:10 AM] Justin Clark-Casey: well, as you know, sometimes it is [10:10 AM]  Richardus Raymaker: yes, sometimes.... :) [10:10 AM] Justin Clark-Casey: and sometimes it isn't possibly. This would be a bug [10:10 AM]  Justin Clark-Casey: If you have a particular sculpt on which this is occuring I woulod like to see it as an iar [10:11 AM]  Richardus Raymaker: can decodesculptmappath setting help ? [10:11 AM]  Justin Clark-Casey: no [10:11 AM]  Richardus Raymaker: ok. then i dont need to change that [10:12 AM]  Richardus Raymaker: i can give you the sculpt private justin. copy from my sim [10:12 AM]  Justin Clark-Casey: ok. I probably won't get time to look before end of this week, though [10:12 AM]  Richardus Raymaker: must eb carefull with the rocks [10:12 AM]  Richardus Raymaker: hold on. [10:13 AM]  Nebadon Izumi: I did some testing with NPC's Justin [10:13 AM]  Nebadon Izumi: did you see the video? [10:13 AM]  Justin Clark-Casey: not yet [10:13 AM]  Nebadon Izumi: let me play it [10:13 AM]  Void Pipe: that was great [10:13 AM] Nebadon Izumi: something seems very wrong though [10:13 AM] Nebadon Izumi: when the NPC's have attachments they use an ungodly amount of memory [10:13 AM] Andrew Hellershanks: That voice sounds familiar [10:14 AM] Void Pipe: i love the dance scene [10:14 AM] Nebadon Izumi: it took over 4gb to do this [10:14 AM] Void Pipe: lol [10:14 AM] Justin Clark-Casey: there's at least one bug I need to fix with npc attachments [10:14 AM] Nebadon Izumi: this same test with avatars with no attachments [10:14 AM] Nebadon Izumi: took 40mb ram [10:14 AM] Justin Clark-Casey: hmmmm, that is odd [10:14 AM] Nebadon Izumi: with these avatars it took over 4gb [10:14 AM] Justin Clark-Casey: interesting [10:14 AM] Justin Clark-Casey: we must be holding on to textures or something somehow [10:14 AM] Nebadon Izumi: video playing for you/ [10:14 AM] Nebadon Izumi: ? [10:15 AM] Justin Clark-Casey: no [10:15 AM]  Nebadon Izumi: these avatars only use one texture [10:15 AM] Nebadon Izumi: ah [10:15 AM]  Nebadon Izumi: bummer [10:15 AM] Justin Clark-Casey: my imprudence might not be set right [10:15 AM] Justin Clark-Casey: one moment [10:15 AM] Nebadon Izumi: k [10:15 AM]  Sarah Kline: ok for me [10:15 AM]  Void Pipe: for me too [10:15 AM] Nebadon Izumi: its really choppy for me [10:15 AM]  Justin Clark-Casey: where is it meant to be playing - main screen? [10:15 AM] Nebadon Izumi: not sure why [10:15 AM] Nebadon Izumi: its playing like 1 fram every 5 seconds [10:15 AM] Void Pipe: its fine [10:16 AM] Nebadon Izumi: yes main screen Justin [10:16 AM] Nebadon Izumi: you change your settings? [10:16 AM] UUID Speaker: little bunnie: c891873a-5190-40b0-8424-bd8931d779eb [10:16 AM] Justin Clark-Casey: yeah, not working for me for some reason [10:16 AM] Nebadon Izumi: let me restart it [10:16 AM]  Nebadon Izumi: ok restarted [10:16 AM] Nebadon Izumi: anything? [10:16 AM] Justin Clark-Casey: no, maybe this isn't working well with linux and this viewer [10:17 AM] Nebadon Izumi: k [10:17 AM]  John Flower: i see the vid ok in here [10:17 AM] Nebadon Izumi: well here is link to version on web [10:17 AM] Nebadon Izumi: https://plus.google.com/101558395514182710128/posts/MuiisCnCk83 [10:17 AM] Nebadon Izumi: it seems unlikely to me though the memory issue is realted to textures [10:17 AM] Richardus Raymaker gave you rock. [10:17 AM] Nebadon Izumi: i dunno could be [10:17 AM]  Justin Clark-Casey: richardus: you have to e-mail me an iar [10:17 AM] Nebadon Izumi: thing is though these avatars only use 1 texture [10:18 AM] Nebadon Izumi: they are 1000's of prims each, but its only 1 texture [10:18 AM] Sarah Kline: just a few prims thats all [10:18 AM] Richardus Raymaker: ohh. uhmm. that need a few more hands. ill ask you when im done [10:19 AM] Justin Clark-Casey: nebadON: I presume you created the video after the memory fix on sta? [10:19 AM] Justin Clark-Casey: sat? [10:19 AM] Nebadon Izumi: yes [10:19 AM] Nebadon Izumi: i made that on sunday [10:19 AM] Nebadon Izumi: on master git at the time [10:19 AM] Justin Clark-Casey: lol :) [10:20 AM]  Nebadon Izumi: its 140,000 prims [10:20 AM]  Nebadon Izumi: heh [10:20 AM]  Andrew Hellershanks: nebadon, you found the memory leak? [10:20 AM]  Nebadon Izumi: its like 3500 prims per avatar [10:20 AM]  Nebadon Izumi: ya did a git bisect and located the break [10:20 AM]  Justin Clark-Casey: god, 140,000 prims [10:20 AM]  Nebadon Izumi: Justin fixed it up [10:20 AM]  Sarah Kline: dont prims take up memory a bit? [10:20 AM]  Nebadon Izumi: oh and also [10:21 AM]  Nebadon Izumi: i tried doing this same test with avatar wearing a Rigged mesh avatar [10:21 AM]  Justin Clark-Casey: love the dancing aliens though :) [10:21 AM] Nebadon Izumi: and like 50% of the time the were a gas cloud [10:21 AM] Andrew Hellershanks: If nebadon is going to do something he usually goes big (prim count wise). :-) [10:21 AM] Void Pipe: lol me too [10:21 AM]  Nebadon Izumi: hehe [10:21 AM]  Justin Clark-Casey: yeah, don't know why there would be a mesh avatar issue off the top [10:21 AM]  Richardus Raymaker: hmm, iar slow for 1 rock. lol [10:22 AM]  Nebadon Izumi: ya me either Justin [10:22 AM]  Nebadon Izumi: it could just be issues with locking of some kind [10:22 AM]  Nebadon Izumi: one thing i noticed when doing these tests [10:22 AM]  Nebadon Izumi: is the scripts fail a lot [10:22 AM]  Nebadon Izumi: it seemed like doing inventory functions or a datastore [10:22 AM]  Nebadon Izumi: could completelt stop the NPC rezzer script [10:23 AM]  Justin Clark-Casey: that's pretty odd [10:23 AM]  Justin Clark-Casey: was this under conditions of using a lot of memory? [10:23 AM]  Void Pipe: is it asyncronous connections? [10:23 AM]  Nebadon Izumi: ya if you even have 1 attachment [10:23 AM]  Nebadon Izumi: it uses ungodly ammounts of memory and resources [10:23 AM] Justin Clark-Casey: ok, that needs fixing [10:23 AM] Justin Clark-Casey: that shouldn't be happening [10:23 AM] Nebadon Izumi: i had to hack it into 64 bit mode in windows [10:23 AM] Nebadon Izumi: just so i could do that test [10:23 AM] Nebadon Izumi: i couldnt even do it at all in 32 bit mode [10:24 AM] Nebadon Izumi: but like i said same test with no attachments [10:24 AM] Nebadon Izumi: the sim only uses like 39mb ram [10:24 AM] Nebadon Izumi: hehe [10:24 AM] Justin Clark-Casey: yeah, attachments must be holding on to massive chunks of asset data somehow [10:24 AM] Justin Clark-Casey: or it's some NPC specific issue when using them, though can't think what off the top of my head [10:25 AM] Amanda rose is Online [10:25 AM] Nebadon Izumi: ya [10:25 AM]  Nebadon Izumi: good start though [10:25 AM] Nebadon Izumi: i was suprised i could even do that test honestly [10:25 AM] Nebadon Izumi: considering the viewer and simulator were running on the same machine [10:25 AM] Nebadon Izumi: and so was fraps [10:25 AM] Justin Clark-Casey nods [10:25 AM] Justin Clark-Casey: 140,000 prims, that's ungodly :) [10:25 AM]  Nebadon Izumi: hehe ya [10:26 AM]  Andrew Hellershanks: I don't think that was a record for Nebadon [10:26 AM]  Nebadon Izumi: its the equivalent of 9 Second Life sims dancing around [10:26 AM]  Nebadon Izumi: lol [10:26 AM]  Sarah Kline: no wonder a bit choppy [10:26 AM]  Nebadon Izumi: actually i think that is my record [10:26 AM]  Sarah Kline: ) [10:26 AM] Nebadon Izumi: for prims rezzed in world it was like 122000 prims [10:26 AM] Richardus Raymaker is Offline [10:26 AM] Richardus Raymaker is Online [10:26 AM] Andrew Hellershanks: how many prims were in the sierpinski triangle? [10:26 AM] Nebadon Izumi: 122k [10:27 AM] Richardus Raymaker: last TP made me invisible. loked like i where on 2 sims at the same time. because iar i could start. [10:27 AM] Richardus Raymaker: justin can you IM the mail adress ? [10:27 AM] Ruben Haan: hi [10:28 AM]  Justin Clark-Casey: richardus: justincc@justincc.org [10:28 AM] Andrew Hellershanks is fighting with the cat for control of the chair he is sitting on [10:28 AM]  Justin Clark-Casey: you and your cat :) [10:29 AM]  Nebadon Izumi: memory is looking a lot better here [10:29 AM]  Andrew Hellershanks sighs [10:29 AM]  Nebadon Izumi: i still think its leaking a bit though [10:29 AM]  Andrew Hellershanks: the cat won [10:29 AM]  Nebadon Izumi: lol [10:30 AM]  Richardus Raymaker: ok. its rolling to you now justin [10:30 AM]  Justin Clark-Casey: ok [10:30 AM]  John Flower: Hi Amanda [10:30 AM]  Nebadon Izumi: but i think the leaks we are seeing now are minimal, and were there for very long time [10:30 AM]  Amanda rose: Hi John [10:30 AM]  Justin Clark-Casey: yeah, probably the previous ones [10:30 AM]  Nebadon Izumi: ya [10:30 AM]  Justin Clark-Casey: I made a whoopsie a month back, so it was my fault :) [10:30 AM] Nebadon Izumi: right now its showing 999mb on show stats [10:30 AM] Nebadon Izumi: thats actually lower than i would expect [10:30 AM] Richardus Raymaker: one of my sims is up to 800MB to [10:30 AM]  Andrew Hellershanks: nebadon, you are getting good at using biesct [10:31 AM] Nebadon Izumi: heh ya bisecting actually isnt very hard [10:31 AM] Nebadon Izumi: its just time consuming and dull [10:31 AM] Andrew Hellershanks nods [10:31 AM] Nebadon Izumi: it took 9 steps to find the break [10:31 AM] Nebadon Izumi: basically had to recompile and log in to this sim 9 times to find the break [10:31 AM] Nebadon Izumi: took about 3 hours [10:31 AM] Richardus Raymaker: under windows i see the memory usage jump up a little bit when you TP to the sim. i think simcrossing does the same. [10:32 AM] Andrew Hellershanks: 9 steps was pretty good [10:32 AM] Richardus Raymaker: but it drops back to [10:32 AM]  Justin Clark-Casey: nebadon: thanks Neb. I know it's a pain but it's actually the quickest way [10:32 AM] Nebadon Izumi: ya [10:32 AM]  Justin Clark-Casey: the profiling just doesn't give enough informatio nright now [10:32 AM] Richardus Raymaker: hmm i think. anyway opensim consume more and more in tim. also on window but i use it to short for that [10:32 AM] Nebadon Izumi: the hardest part was actually finding a good version [10:32 AM] Justin Clark-Casey: I knew it was a byte[] holding the data but i couldn't tell which object was actually holding it [10:33 AM]  Richardus Raymaker: so the memory leak is fixt. need to upgrade that 800<MB sim. [10:33 AM] Nebadon Izumi: i was suprised that it started on July 4 though [10:33 AM] Nebadon Izumi: i swore it was going on longer than that [10:33 AM] Richardus Raymaker: hi odd [10:33 AM] Nebadon Izumi: felt longer anyway [10:33 AM] Nebadon Izumi: hehe [10:34 AM] Andrew Hellershanks: what caused the leak? [10:34 AM] Justin Clark-Casey: yeah, it can be tricky to rely on perceptions with this kind of stuff [10:34 AM] Nebadon Izumi: it was Flotsam cache [10:34 AM] Nebadon Izumi: it was loading Memory cache even when it was disabled [10:34 AM] Andrew Hellershanks: Oh. So something completely different from what was first suspected [10:34 AM] Justin Clark-Casey: andrew: When I was changing code, I made a mistake where if a file was retrieved from the file cache, it was then dumped in the memory cache even if the memory cache was disabled [10:34 AM] Richardus Raymaker: i found a other small problem. opensim dont use its own directory path when it loads ini files. [10:34 AM] Nebadon Izumi: ya [10:34 AM]  Nebadon Izumi: none of us guessed right [10:34 AM] Nebadon Izumi: hehe [10:34 AM] Andrew Hellershanks: Justin, ah, ok. [10:34 AM] Richardus Raymaker: so if you start from D: drive opensim on the C: drive it fails [10:35 AM] Nebadon Izumi: what is really odd though [10:35 AM] Justin Clark-Casey: richardus: I'm quite surprised to hear that [10:35 AM] Nebadon Izumi: is that the problem was way worse when there was neighbor sims [10:35 AM] Nebadon Izumi: does the sim your in cache neighbors content ? [10:35 AM] Justin Clark-Casey: There's no C: drive wired in anywhere in opensim, otherwiseit wouldn'#t work on other systems [10:35 AM] Justin Clark-Casey: nebadon: no, not at all [10:35 AM] Richardus Raymaker: i hope the mantis explains it clear [10:35 AM] Nebadon Izumi: ya thats really odd [10:35 AM] Nebadon Izumi: cause when i moved Wright Plaza away [10:35 AM] Nebadon Izumi: memory leak was gone [10:35 AM] Nebadon Izumi: bring it back it was horrible again [10:35 AM] Nebadon Izumi: makes no sense [10:35 AM] Andrew Hellershanks: nebadon, yeah, that's why we were guessing the leak was in a completely different part of the code. [10:35 AM] Richardus Raymaker: uhmm, justin. i mean opensim dont collect its location. [10:36 AM] Richardus Raymaker: so it assume the ini's are on the place you start opensim [10:36 AM] Justin Clark-Casey: nebadon: yeah, I'#m not sure what the connection would be [10:36 AM]  Richardus Raymaker: maby this helps http://opensimulator.org/mantis/view.php?id=5637 [10:36 AM] Justin Clark-Casey: no texture information is routed through from the neighbours [10:36 AM] Nebadon Izumi: only thing i could think is the viewer is also asking the sim your in for the same content? [10:37 AM] Justin Clark-Casey: it all goes directfrom the child aganet to the viewer. So only the neighbouring regions would suffer the memory penalty, not the root region [10:37 AM] Nebadon Izumi: its asking the neighbor sim and the sim your in? [10:37 AM] Nebadon Izumi: for the neighbor sims content? [10:37 AM] Justin Clark-Casey: no, the sim doesn't do that at all [10:37 AM] Justin Clark-Casey: there's no mechanism for it [10:37 AM]  Nebadon Izumi: no i meant he viewer is doing it [10:37 AM]  Justin Clark-Casey: however, if there were surrounding regions then child agents from neighbours would be logged in [10:37 AM]  Justin Clark-Casey: and they would trigger the problem when they requested assets [10:37 AM] Justin Clark-Casey: so yes, neighbouring regions would contributed [10:37 AM] Justin Clark-Casey: contrbute [10:38 AM] Nebadon Izumi: hmm ya i cant say i recall if there were any child agents at the time [10:38 AM] Richardus Raymaker: lag ? [10:38 AM] Nebadon Izumi: anyway, glad its behind us [10:38 AM]  Nebadon Izumi: that one sucked [10:38 AM] Nebadon Izumi: hehe [10:39 AM] Justin Clark-Casey: yeah, I was so relieved to see you'd pinnred it down [10:39 AM] Justin Clark-Casey: after wasting too much time on friday, but at least I learnt more about the current state of mono profilingg [10:39 AM] Nebadon Izumi: ya [10:39 AM]  Nebadon Izumi: we should use that more [10:39 AM] Nebadon Izumi: do it again see if we can figure out some of these other leak sources [10:39 AM] Justin Clark-Casey: it doesn't really return neough info though [10:40 AM] Justin Clark-Casey: and it still has an impact on thre sim even with some of the most resource consuming profiling turned off [10:40 AM] Justin Clark-Casey: hopefully that will improve in the future [10:40 AM] Nebadon Izumi: ya i doubt it [10:40 AM]  Nebadon Izumi: its not much better doing it under .net either [10:40 AM] Justin Clark-Casey: profiling changed a lot between 2.10 and 2.6 [10:40 AM] Justin Clark-Casey: profiling on .net? [10:40 AM] Nebadon Izumi: the sim is pretty much unuseable everytime we did it before [10:40 AM] Nebadon Izumi: ya [10:41 AM]  Justin Clark-Casey: you could try turning a lot of the process call overhead off [10:41 AM] Nebadon Izumi: we even rented a 16 core amazone node with 15gb ram [10:41 AM] Nebadon Izumi: and it wasnt enough [10:41 AM] Justin Clark-Casey: the only thing we're really interested in is a dump of heap memory usage [10:41 AM] Justin Clark-Casey: wow, when was this? [10:41 AM] Nebadon Izumi: while back [10:41 AM] Nebadon Izumi: i forget the app we used now [10:41 AM] Nebadon Izumi: adam recommended it [10:41 AM]  Nebadon Izumi: http://www.jetbrains.com/profiler/features/ [10:41 AM] Nebadon Izumi: this [10:41 AM] Nebadon Izumi: dot trace [10:42 AM] Justin Clark-Casey: yeah, I've heard mention of that [10:42 AM] Richardus Raymaker: maby stupid question: can you add the ini paths hard in the opensim.ini files ? offcorse thats a terrible way [10:42 AM] Justin Clark-Casey: tbh, probably the more important thing to address slowly is that http server [10:42 AM] Nebadon Izumi: the reason you didnt hear much about our tests is because they didnt really produce any useable data either [10:42 AM] Justin Clark-Casey: really beginning to bug me now [10:42 AM] Justin Clark-Casey: nebadon: I see [10:42 AM] Richardus Raymaker: or can opensim have option to add the base directory in opensim.ini ? [10:42 AM] Nebadon Izumi: 1 avatar would log in under profile [10:42 AM] Nebadon Izumi: and the sim would freeze [10:42 AM] Nebadon Izumi: it would take an hour for the sim to fully rez [10:42 AM] Justin Clark-Casey: richardus: it might work [10:42 AM] Andrew Hellershanks: I wonder if valgrind under Linux would help at all with memory profiling [10:42 AM] Nebadon Izumi: for 1 user [10:42 AM] Justin Clark-Casey: Andrew: no, that would work at too low a level [10:43 AM] Justin Clark-Casey: we need a dump of C# objects [10:43 AM] Justin Clark-Casey: nebadon: tbh, I think the real way would be going through with some understanding of the code and making sure that resources are being properly released [10:43 AM] Richardus Raymaker: whats mono profiling for use if you need bigblue ? :) [10:43 AM] Justin Clark-Casey: but that's time consuming work [10:43 AM]  Nebadon Izumi: ya [10:44 AM]  Nebadon Izumi: no doubt alot of the problem is some of the code in OpenSim [10:44 AM]  Andrew Hellershanks: understanding the code? That's a tall order ;-) [10:44 AM] Justin Clark-Casey: heh [10:44 AM] Justin Clark-Casey: nebadon: most probably, though possible some of the 3rd party libs or even mono itself could be to blame [10:44 AM] Justin Clark-Casey: which is why it's sometimes best to just wait.... [10:44 AM] Nebadon Izumi: ya, more likely all of the above [10:44 AM] Nebadon Izumi: hehe [10:44 AM] Justin Clark-Casey: and, er update the 3rd party libs [10:44 AM] Justin Clark-Casey: that http server specially [10:44 AM] Nebadon Izumi: http server probably is a big part of the problem [10:44 AM] Nebadon Izumi: heh ya [10:45 AM]  Nebadon Izumi: hopefully diva has some time soon [10:45 AM] Nebadon Izumi: we can discuss that more with her [10:45 AM] Justin Clark-Casey: I have a feeling she will be busy with her forthcoming conference for quite some time [10:46 AM] Void Pipe: what is the problem with the http server? [10:46 AM] Justin Clark-Casey: void: occasionally it just blows up [10:46 AM]  Justin Clark-Casey: with little useful error information. [10:46 AM] Justin Clark-Casey: nebadon: any idea what happened to the patches that diva slapped on it? [10:47 AM] Justin Clark-Casey: any idea if those made it into opensim-libs or even upstream? [10:47 AM] Andrew Hellershanks: Any way of hooking in a different http server to do some testing? [10:47 AM] Justin Clark-Casey: andrew: I'm sure there is, if one changes the code [10:47 AM] Void Pipe: exactly my thought [10:47 AM] Nebadon Izumi: hmm, good question, i am not sure Justin [10:47 AM] Nebadon Izumi: i suspect it did make it into opensim-libs, but i am not 100% sure [10:48 AM] Justin Clark-Casey: it's hoving in to view on my radar... slowly :) [10:48 AM] Justin Clark-Casey: but at some point we need to release 0.7.2 [10:48 AM]  Nebadon Izumi: one of the problems with the http server we are using is i beleive the main project for it is sort of defunct [10:48 AM]  Nebadon Izumi: and no longer maintained [10:49 AM]  Justin Clark-Casey: I took a brief look recently and I thought that I saw some activity [10:49 AM]  Nebadon Izumi: thats good, i think for a long time it sat pretty dormant [10:51 AM]  Nebadon Izumi: trying to think if there was anyting else I wanted to mention, cant really think of anything [10:51 AM]  Nebadon Izumi: sorta feel like im forgetting something though [10:51 AM]  Andrew Hellershanks: which http server project is being used with OS? [10:52 AM]  Justin Clark-Casey: http://webserver.codeplex.com/ [10:52 AM]  Justin Clark-Casey: alright, so not a huge amount of activity, juts a series of bug fixes on June 30th :) [10:52 AM] Justin Clark-Casey: but they would be good to try out [10:53 AM] Richardus Raymaker: yes [10:53 AM] Nebadon Izumi: ya bug fixes are good [10:53 AM] Nebadon Izumi: heh [10:53 AM] Nebadon Izumi: i have a feeling that wont be very easy though [10:53 AM] Nebadon Izumi: i think there are a lot of customizations in our version [10:53 AM] Void Pipe: there seems to be some exceptions fault in there [10:53 AM] Justin Clark-Casey: yeah, this is the problem [10:53 AM] Justin Clark-Casey: if those customizations didn't go upstream that makes it a pita [10:54 AM] Nebadon Izumi: ya, something i guess we'll need to discuss [10:54 AM] Nebadon Izumi: Melanie and Diva might have a better idea about that [10:55 AM] Justin Clark-Casey: anyway, briefly, any other opensim topics today? [10:56 AM] Richardus Raymaker: i told what i now.. uhmm. [10:56 AM] Nebadon Izumi: I cant think of anything else at the moment [10:56 AM] Void Pipe: how about My Notes... in profiles [10:56 AM] Void Pipe: ;o) [10:57 AM]  Andrew Hellershanks: Notes should work [10:57 AM]  Void Pipe: nope [10:57 AM]  Andrew Hellershanks: Void, are you talking about not working here or in your own standalone/grid? [10:57 AM]  Richardus Raymaker: put something in mine. so need to check after TP [10:57 AM]  Nebadon Izumi: seems i can make notes in my own profile [10:57 AM]  Void Pipe: not anywhere [10:58 AM]  Nebadon Izumi: but no one elses [10:58 AM]  Nebadon Izumi: everyone else here just says Loading.. [10:58 AM]  Justin Clark-Casey: It sounds like profiles is enormously hard to set up [10:58 AM]  Justin Clark-Casey: yeah, that's true for me too [10:58 AM]  Andrew Hellershanks: um... yeah, that does appear to be a problem, Void. I'll look in to it. [10:58 AM]  Void Pipe: minor but still anoying [10:58 AM]  Void Pipe: new commers asks about it [10:58 AM]  Richardus Raymaker: same for your profile neb [10:59 AM] Void Pipe: its in the Mantis [10:59 AM] Andrew Hellershanks: It was working at one point. At least now its been long enough that I can ignore support for 0.6.9 in osprofile [10:59 AM] Justin Clark-Casey: yeah [10:59 AM] Void Pipe: also big problems with inconsistant attachment state [11:00 AM] Andrew Hellershanks: I really need to get back to that soon. I need to determine which of several version is the most recent code. [11:00 AM] Void Pipe: with v2 code [11:00 AM] Justin Clark-Casey: I suspect ias (inconsistent attachment state) is due to packet drop [11:00 AM] Richardus Raymaker: oh. thats why i almost neve rsee it. [11:00 AM] Sarah Kline: I have kept a diary and I had one case of it for whole week [11:00 AM] Void Pipe: just v2 viewres + singularity [11:00 AM] Andrew Hellershanks: Void, what bug #? [11:00 AM] Void Pipe: one sec [11:00 AM] Sarah Kline: I relogged on the sim and then was ok [11:00 AM]  Void Pipe: 0005644 [11:01 AM] Void Pipe: i posted today [11:01 AM] Sarah Kline: so probably right justin [11:01 AM] Sarah Kline: i carry on with my diary [11:01 AM] Justin Clark-Casey: sarah: thanks, that's good data [11:01 AM] Richardus Raymaker: i have sometimes after a failed teleport that all sims around me are gone. then you need to relog or your in jail [11:01 AM] Justin Clark-Casey: I suspect we need to be less agressive on packet sending on initial login, then ramp up after that [11:01 AM] Justin Clark-Casey: it's the same problem that causes terrain holes on first login [11:01 AM] Void Pipe: well it is much more frequent than that actually [11:02 AM] Void Pipe: with kirsten or foirestorm or v2 v3 [11:02 AM]  Justin Clark-Casey: frequence would depend on connection quality and possible changes in the viewer code