Chat log from the meeting on 2022-06-21

 [11:00] Kayaker Magic: Welcome Motoko and Andrew [11:01] Andrew Hellershanks: Hello, everyone. Here were are again on this very hot and humid day. [11:01] Ubit Umarov: hi [11:02] Ubit Umarov: region AC is on [11:02] Ubit Umarov: i think [11:02] Vincent.Sylvester @hg.zetaworlds.com:8002: Lot's of changes this week to mostly listeners, chat delivery and profiles. Did some cleaning on mantis again. [11:02] Ubit Umarov: oops kayker fan is no longer there... so no region AC [11:03] Jamie.Jordan @grid.kitely.com:8002: Hi everybody [11:03] Kayaker Magic: ??? [11:03] Ubit Umarov: nm :) [11:05] Andrew Hellershanks: Nice to see us up to our more typical complement of people this week. :) [11:06] Ubit Umarov: only selby still missing [11:06] Andrew Hellershanks: Ubit has been busy this past week. There have been quite a few code changes. [11:06] Ubit Umarov: and there he his :) [11:06] Motoko.Karu @login.digiworldz.com:8002: speaking of the devil [11:06] Kayaker Magic: I've been at a family reunion in a cabin in the woods with no Internet. Just home last nite [11:06] Ubit Umarov: nice kayaker [11:06] Jagga Meredith: quick question. 0.9.2 any ideas why LL code causes error message "unable to uploade blahblah service unavailable", and code fails to error check or compile? [11:07] Andrew Hellershanks: Kayaker, a cabin in the woods? They made a horror movie based on that.  Hope you didn't have any unwanted visitors.  ;) [11:07] Andrew Hellershanks: Hello, Selby. [11:07] Ubit Umarov: some asset upload issue [11:07] Jagga Meredith: ok, thanks [11:07] Selby.Evans @grid.kitely.com:8002: Hi everyone [11:07] Ubit Umarov: andrew they made tons of horror movies on cabins in the woods :) [11:08] Ubit Umarov: hi selby.Evans [11:08] Andrew Hellershanks: Ubit, I don't watch those types of movies. [11:08] Ubit Umarov: i did. a few [11:08] Jagga Meredith: sorry gotta run, need flat tire fixed for work [11:08] Ubit Umarov: in the 80's [11:08] Jamie.Jordan @grid.kitely.com:8002: hi Selby [11:08] Ubit Umarov: i did watch.. made none :) [11:08] Andrew Hellershanks: Jagga, Failing to compile is typically a syntax error. Not always easy to spot. Is that in X or Y Engine? [11:09] Andrew Hellershanks: ok, np Jagga. See you next time. [11:09] Ubit Umarov: andrew he said upload error [11:09] Andrew Hellershanks: Ubit, he also said code fails to error check or compile. [11:09] Ubit Umarov: ofc it does.. [11:09] Ubit Umarov: but well that takes a bit more debug, that we can't do here [11:10] Andrew Hellershanks: ok. If the compile issues is because it wasn't able to upload in the first place that would make sense. [11:10] Ubit Umarov: like exact seq of errors etc [11:10] Andrew Hellershanks nods [11:10] Ubit Umarov: well so abotu last week code changes [11:10] Ubit Umarov: not much :) [11:11] Ubit Umarov: profiles where missing 2 flags... [11:11] Andrew Hellershanks: Not much he says when there have been 28 commits. :) [11:11] Ubit Umarov: and there was a local cache issue that did prevent a viewer to see changes just made [11:12] Ubit Umarov: the missing flags where spoted by andrew actually :) [11:12] Andrew Hellershanks nods [11:12] Ubit Umarov: on that i retired a old obsolete class [11:12] Andrew Hellershanks: I was looking at something in the OpenSimProfile module at the time. [11:13] Ubit Umarov: that was still only used on that code path [11:13] Ubit Umarov: ofc doing that i killed a profiles module :p [11:13] Ubit Umarov: external to opensim [11:13] Ubit Umarov: you updated it already andrew? [11:14] Ubit Umarov: wel we can always put that the file that defines the class [11:14] Andrew Hellershanks: I have already made the necessary changes to the external OpenSimProfiles module but I haven't yet pushed the code. I still need to test it to verify that it properly handles the two flags that sparked the changes. [11:14] Ubit Umarov: i did remove it because it is very confusing [11:15] Ubit Umarov: seems in past a profile did mean all info about a agent, including accout [11:15] Ubit Umarov: so that class includes fields for passwords etc [11:15] Ubit Umarov: or did :) [11:15] Andrew Hellershanks: :) [11:16] Ubit Umarov: other change was on script dialogs [11:16] Ubit Umarov: we had the case of prims owned by group, very wrong [11:16] Ubit Umarov: in fact everywhere.. [11:17] Ubit Umarov: i did add code to get proper object owner name, including group name in that case [11:17] Ubit Umarov: on group name, Firstname is empty string, the groupd name goes to LastName [11:18] Ubit Umarov: so i did fix dialogs, for those kind of prims, sending proper name [11:19] Ubit Umarov: other code changes where around local chat, script chat and script listen [11:20] Ubit Umarov: in case of script events, each accepted message was placed on a queue [11:20] Ubit Umarov: then each 100ms ( or 50ms) that queue was transfered to scripts events queue [11:21] Ubit Umarov: that double queue makes no sense [11:22] Ubit Umarov: in fact could mean a meory leak, if the 100ms transfer did stop [11:23] Ubit Umarov: so now all messages that are do match a event filter, are sent directly to the respective event queue [11:23] Ubit Umarov: this does reduce some latency and also lets the script engine to just drop it, if not usefull [11:24] Ubit Umarov: ie if the script is gone, has events fulll etc [11:24] Vincent.Sylvester @hg.zetaworlds.com:8002: Is this reflected in script timing as in Top Scripts or just internal? [11:24] Ubit Umarov: no direct measurement [11:25] Ubit Umarov: that first queue was just there... hidden [11:25] Ubit Umarov: well xengine may have a comand that did show the count of messages on it [11:26] Ubit Umarov: wel but that comand was actually broken [11:26] Ubit Umarov: i did fix it.. but then did remove the quueue [11:26] Ubit Umarov: well need to remove that comand also now [11:26] Ubit Umarov: that code is still dirty [11:26] Ubit Umarov: all this chat ocde is just very ugly still [11:27] Ubit Umarov: because od c# strings, a message gets copied a ton of times [11:27] Ubit Umarov: still a lot to improve and clean up [11:28] Ubit Umarov: baby steps :) [11:28] Ubit Umarov: breaking little things on each [11:29] Ubit Umarov: all scripts *SAy* things also need stronger throttle [11:29] Ubit Umarov: i did add some to most [11:29] Ubit Umarov: but needs to be a bit more complex, even per owner like it is at sl now [11:29] Ubit Umarov: per script owner [11:30] Ubit Umarov: also tried to speedup a bit the listen filters [11:31] Ubit Umarov: ofc previus devs did not help adding useless regex options no one uses [11:32] Andrew Hellershanks: :) [11:32] Ubit Umarov: you DO not want complex string match, on things that can have 1000 copies on a region [11:32] Ubit Umarov: but well it is there :) [11:33] Ubit Umarov: *still* :p [11:33] Vincent.Sylvester @hg.zetaworlds.com:8002: Any positive work on listeners is good, they are really heavy if you overdo it [11:33] Andrew Hellershanks: right [11:34] Ubit Umarov: http://opensimulator.org/wiki/OsListenRegex [11:35] Ubit Umarov: ofc everyone just does listen(0,"","","") [11:36] Ubit Umarov: not even caring abotu the handler :) [11:36] Ubit Umarov: llisten-- [11:37] Ubit Umarov: until changes i made years ago, we could kill viewers with just llSay.. [11:37] Ubit Umarov: wel details.. [11:38] Vincent.Sylvester @hg.zetaworlds.com:8002: Particles it spawns are still heavy on viewer fps, especially if they run away [11:39] Ubit Umarov: no idea why default script uses llSay(0.. [11:39] Ubit Umarov: it should use llOwnerSay [11:39] Ubit Umarov: i may change that [11:40] Ubit Umarov: bad karma to invite to spam :) [11:40] Vincent.Sylvester @hg.zetaworlds.com:8002: I see a lot of scripts just copied that idea and announce to the world "buttocks now loaded" [11:41] Ubit Umarov: ofc some sl examples using llInstanceMessage(llDetectedKey(0). are even worse :) [11:41] Andrew Hellershanks: Vincent, hehe [11:42] Ubit Umarov: fun not clear the llOwnerSay does not trigger any listenners [11:42] Ubit Umarov: it is not sent to attachments [11:42] Ubit Umarov: unlike all others [11:46] Ubit Umarov: so what news do you have about opensim? [11:46] Ubit Umarov: or opensimulator [11:47] Ubit Umarov: opos i did crash the region? [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: I did some mantis cleaning [11:47] Andrew Hellershanks: No, we are still alive. [11:47] Ubit Umarov: :) [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: Not much, still lot I need to test and get replies setup [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: Really want to clear the old stuff to the point it's less than 1000 open issues [11:47] Vincent.Sylvester @hg.zetaworlds.com:8002: Hopefully the older stuff is just already fixed or no longer relevant [11:48] Ubit Umarov: ahh Gavin did provide us the unmanaged ubode dll for macs 64bit [11:48] Andrew Hellershanks: That can be hard to know without testing it, Vincent. [11:48] Ubit Umarov: aparently there are no macs 32bit now [11:48] Andrew Hellershanks: Ubit, as soon as you say that, one will turn up. :) [11:49] Vincent.Sylvester @hg.zetaworlds.com:8002: If all the relevant mentioned code paths are gone and no more reports for years I am inclined to close them. I try to test them all, but sometimes hard to reproduce the circumstances as well [11:49] Ubit Umarov: so by his sugestin i did remove the 32bit libs for macs [11:49] Vincent.Sylvester @hg.zetaworlds.com:8002: One I closed yesterday the circumstances were ancient mac version that I don't think anyone runs anymore [11:49] Ubit Umarov: ( *.dylib things ) [11:50] Ubit Umarov: guess any such mac out there will need to run a older opensim version [11:50] Ubit Umarov: the rest of opensim will also have issues compiling on old mono [11:52] Andrew Hellershanks: I received a report this past week about a problem with the OpenSimProfile module. The report is related to one reported ages ago. It seems the module won't work properly when used in conjunction with an instance of OpenSim running with core groups. [11:53] Andrew Hellershanks: I don't know why it should make any difference whether the external PHP groups module is in use or if the Core one is being used. [11:54] Andrew Hellershanks: It is another thing I need to try out. My computer still uses the external PHP based groups module. I haven't tried it with core V2 groups. [11:55] Ubit Umarov: osgrid is using xml groups and did use your module [11:55] Andrew Hellershanks: Yes, that has always worked. [11:55] Ubit Umarov: well now uses core progiles [11:55] Ubit Umarov: profiles [11:56] Ubit Umarov: don't think i ever tested core goups and php profiles [11:56] Andrew Hellershanks: I know I haven't tested that combination. [11:57] Andrew Hellershanks: I'll have to test that after I push the changes to the OpenSimProfile module. [11:58] Ubit Umarov: btw osgrid assets issues seems now fixed [11:58] Andrew Hellershanks: We are almost at the top of the hour. Any other comments/questions for today? [11:58] Ubit Umarov: last issue was assets name and desc sizes [11:59] Ubit Umarov: osg assets service code forgot to include verification of those sizes, so mysql just did crash [11:59] Ubit Umarov: well refused to store.. [12:00] Ubit Umarov: so snapshots here, always falied bc the long anme [12:00] Ubit Umarov: on my test region always worked.. :) [12:00] Andrew Hellershanks: :) [12:00] Ubit Umarov: falied at lbsa bc the long parcel name.. etc [12:00] Ubit Umarov: fun bug [12:01] Andrew Hellershanks: In the past I have seen some failures due to the use of single apostrophe marks in the names or descriptions of places. [12:02] Andrew Hellershanks: Good to hear that osg has tracked down the issues they were having and got them fixed. [12:02] Ubit Umarov: well in fact assets should have no name, description or ower [12:03] Ubit Umarov: pure waste... [12:03] Kayaker Magic: I have to run, things to do in RL. See you all next week! [12:03] Andrew Hellershanks: Ubit, most of the time it may be a waste. There have been rare occasions where it was useful in the recovery of an avatars lost assets. [12:03] Andrew Hellershanks: ok, Kayaker. See you next week. [12:03] Ubit Umarov: they are only visible via inventory and by UUID [12:03] Ubit Umarov: cya kay [12:04] Ubit Umarov: not that usefull at all [12:04] Ubit Umarov: a asset can be owned by many [12:05] Ubit Umarov: so oyu can only recover looking to that, if the agent did create the asset [12:05] Andrew Hellershanks: True. Having creator information is more useful. [12:05] Ubit Umarov: yeah that should be there [12:06] Ubit Umarov: but well very hard to do any change on that now [12:06] Jamie.Jordan @grid.kitely.com:8002: Have a good day yall [12:06] Andrew Hellershanks: ok, Jamie. Thanks for dropping by. [12:07] Ubit Umarov: not much of a day left, but thinks .) [12:07] Andrew Hellershanks: He didn't say which day. ;) [12:07] Ubit Umarov: 20:07 here [12:07] Selby.Evans @grid.kitely.com:8002: Bye all [12:07] Ubit Umarov: Ohh right.. se we can pick the day :p [12:07] Ubit Umarov: cya selby.Evans [12:07] Andrew Hellershanks: hehe [12:07] Andrew Hellershanks: Bye, Selby. [12:09] Andrew Hellershanks: When I was looking after a grid I had one user who somehow deleted a folder holding stuff they had been working for over the course of about a month. They didn't realize it until after they had emptied their trash folder. [12:09] Ubit Umarov: jezz waiter did not serve motoko.Karu [12:09] Andrew Hellershanks: Using the names/descriptions and creator UUID I was able to recover their lost work from the assets table. [12:09] Andrew Hellershanks: Not something I would normally do for someone but I knew the person in question. [12:10] Motoko.Karu @login.digiworldz.com:8002: :( [12:10] Andrew Hellershanks: One of those rare cases where names/descriptions in assets table was useful. [12:11] Andrew Hellershanks: Any final comments/questions before I wrap up todays meeting? [12:11] Andrew Hellershanks: That will do it for this week. Thank you all for coming. See you again next week.