Chat log from the meeting on 2012-10-30
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(Created page with "<pre style="white-space: pre-wrap; white-space: -moz-pre-wrap; white-space: -pre-wrap; white-space: -o-pre-wrap; word-wrap: break-word"> [11:00] Nebadon Izumi: you going to bu...") |
Revision as of 12:16, 30 October 2012
[11:00] Nebadon Izumi: you going to buy something new? [11:00] Connecting to in-world Voice Chat... [11:00] Connected [11:00] BlueWall Slade: I thought the GTX 465 was bad [11:01] Azah Tabor: but it it is good to see you again Blue.. been a while [11:01] logger sewell: so neb did you get hit hard where you are ? [11:01] Qandy Saw: hey everyone [11:01] Azah Tabor: hey Qandy [11:01] BlueWall Slade: I will need to isolate it now between ram, cpu mobo [11:01] Baewyn Celara: Hello [11:01] Qandy Saw: :) [11:02] BlueWall Slade: Hi Azah - good to see you too [11:02] BlueWall Slade: lol, using the onboard ati sux [11:02] Azah Tabor: ut oh.. Andrews hiding in the rafters. lol [11:02] Andrew Hellershanks: I can't seem to move [11:02] VivK Lowlag: how recently have the fans been cleaned? [11:02] BlueWall Slade: well... [11:02] BlueWall Slade: yesterday [11:03] Teravus Ousley is Online [11:03] Teravus Ousley is Offline [11:03] Justin Clark-Casey: how is progress with the asset service migration/ [11:03] Walter Balazic: [11:03] Second Life: Unable to rez: problem accessing inventory or locating assets [11:03] Justin Clark-Casey: ? [11:04] Azah Tabor: good day Walter.... and to you Justin [11:04] Andrew Hellershanks: Lots of chat lag [11:04] Walter Balazic: good day Azah [11:04] Andrew Hellershanks: Lag seems to have settled down [11:04] Justin Clark-Casey: hello azah, folks [11:04] Qandy Saw: hello [11:04] Hiro Protagonist is Online [11:04] Baewyn Celara: I'm having trouble rezzing at the moment. [11:04] BlueWall Slade: hi Justin [11:04] Andrew Hellershanks: yup. My two statements came out in reverse order [11:04] Azah Tabor: slight lag on the open chat thou at points [11:04] Baewyn Celara: Says it can't find my assets in the db. [11:04] Teravus Ousley: ok [11:04] Justin Clark-Casey: practically all asset service requests seem to be timing out atm [11:05] Teravus Ousley: I see gray people. [11:05] Andrew Hellershanks: Then I've seen "items coming in too fast" which usually only happens when I do a bulk upload [11:05] Walter Balazic: hello Hiro [11:05] Hiro Protagonist: Howdeh [11:05] Nebadon Izumi: h [11:05] Nebadon Izumi: hello [11:05] Qandy Saw: hey [11:05] BlueWall Slade: hi hiro [11:05] Teravus Ousley: hello! [11:06] Hiro Protagonist: some grey, some not so much. Probably getting those from my cache. [11:06] BlueWall Slade: Hi teravus [11:06] Hiro Protagonist whispers: Hiya Blue :D [11:06] Hiro Protagonist: Hiya Blue :D [11:06] Hiro Protagonist: Hiya Teravus! [11:06] Sarah Kline: hi [11:06] Justin Clark-Casey: hi sarah [11:06] Qandy Saw: Sarah [11:06] Baewyn Celara: Hello Hiro [11:06] Azah Tabor: @Walter.. It just clicked.. Your the one that I spoke to on the forums. lol [11:07] Baewyn Celara: HI Justin [11:07] Baewyn Celara: oh I just had some of my assets rez. [11:07] Teravus Ousley: Somehow this is all going to be related back to the hurricane, right? [11:07] Azah Tabor: erm.. Andrew.... Your naked [11:07] Azah Tabor rolls on the floor laughing [11:07] Baewyn Celara: my appologies if something is missing [11:07] Walter Balazic: yes I'm the one that mentioned the issue in the forums :) [11:07] Walter Balazic: here's a prime example of what I'm talking about too [11:08] Walter Balazic: I'm glad Justin is seeing it first hand [11:08] Justin Clark-Casey: Well, this is due to slow or osgrid asset service timeouts [11:08] Justin Clark-Casey: so it's an ops issues rather than an opensim one [11:08] Walter Balazic: precisely why I didn't open a mantis [11:08] Walter Balazic: and instead put a post in the OSGrid forum [11:09] Robert Adams: what is the ETA for the completion of the asset server conversion? [11:10] Teravus Ousley: Got Quiet for a second. wasn't sure if we stalled to oblivion again. [11:10] Justin Clark-Casey: I don't know exactly. When I spoke to coyled about this he was talking a couple of weeks, that was last week [11:11] Hiro Protagonist: I've heard a couple of timeframes; initially, it was a couple days or a week. Some said a few weeks. At least one person said a few months. [11:12] Justin Clark-Casey: well, the question would be who is saying these things and on what basis would they know [11:12] Hiro Protagonist: Really I dont think anyone can say with any accuracy [11:12] Walter Balazic: well, can we first come to a clear definition that the asset problem is in fact that there is work currently being done on the Asset server? [11:12] Teravus Ousley is wondering why we're not seeing pending uploads and downloads high [11:12] Teravus Ousley is saying that about the stats [11:12] Hiro Protagonist: Good to have you back Ter [11:12] Justin Clark-Casey: maybe because those relate only to udp asset up/down [11:13] Justin Clark-Casey: where the vast majority of such traffic is textures [11:13] Nebadon Izumi: lol hiro and dan are on the same chair to me [11:13] Baewyn Celara: nice to meet you Teravus [11:13] Justin Clark-Casey: throug hhttp [11:13] Teravus Ousley: That metric, from my understanding is supposed to represent communication between the Simulator and the Asset Service [11:15] Justin Clark-Casey: currently it represents traffic between the viewer and the simulator [11:15] dan banner: physics are screwed [11:15] Teravus Ousley: Thanks. Just noticing... don't want to derail the train. [11:15] Hiro Protagonist: . [11:15] Justin Clark-Casey: I should think this is all due to holdups from the asset service [11:16] Justin Clark-Casey: ideally such things wouldn't affect scene loop but unfortunatley it would appear they do [11:16] Simulator Version v0.5 shouts: OpenSim 0.7.5 Dev 16809bd: 2012-10-26 02:36:58 +0100 (Unix/Mono) [11:16] Baewyn Celara: oowwww [11:16] Baewyn Celara: who has the foghorn? [11:16] BlueWall Slade is Online [11:16] BlueWall Slade is Offline [11:17] Justin Clark-Casey: . [11:17] Walter Balazic smiles at Hiro [11:17] Teravus Ousley: I'm not sure they're representing anything righ tnow with it zeroed out. [11:17] Walter Balazic: nice shape you got there [11:17] Justin Clark-Casey: Possibly this is also excarabated by suddenly allowing many more connctions per simulator to the asset service [11:17] Hiro Protagonist: if anyone's interested, I've got a recipe for reproduction of certain issues that at least seemed as if they might be related to the asset server issue [11:18] Charmaine Andersson is Offline [11:19] Hiro Protagonist: FWIW, assets are streaming in for me, just slowly [11:19] Baewyn Celara: Same [11:19] Justin Clark-Casey: yes, I don't think it's a complete halt, just a lot of timeouts [11:19] Justin Clark-Casey: it seems to have improved slightly now, maybe because the initial storm of requests by lots of new avatars has abated [11:19] Walter Balazic: http://stats.pingdom.com/rcoc14tnw05o/341147 [11:19] Walter Balazic: according to this [11:20] Hiro Protagonist: this is the mantis to which I was referring: http://opensimulator.org/mantis/view.php?id=6381 [11:20] Walter Balazic: the response time is 1062ms [11:20] Dahlia Trimble is Online [11:20] Walter Balazic: and there have been 2 service outages [11:20] BlueWall Slade: what does disk/netweork i/o look like on the box? [11:21] Hiro Protagonist: . [11:21] dan banner: access times were down but seem to have went back up [11:21] Walter Balazic: yes they were down for a day 2 days ago, but they are right back up in the 1000 range [11:21] Walter Balazic: I noticed that when you mentioned that the other day [11:21] Nebadon Izumi: ya I will check with coyled later to see whats up [11:21] dan banner: yup [11:22] Hiro Protagonist: might be good to see if he's responsive now, while invested parties are on hand [11:22] Andrew Hellershanks: some of the seats aren't working right. [11:22] Justin Clark-Casey: hiro: i mentioned 6381 to diva yesterday. She says she hopes to have a look soon [11:22] dan banner: same for me too andrew [11:22] Hiro Protagonist: Thanks Justin [11:22] Justin Clark-Casey: however, it's not impossible it's affected by asset service - it's very hard to tell what impact it has on everything else [11:22] BlueWall Slade: animations - after the last patches animations are hosed in a different way [11:22] Teravus Ousley: Hello Dahlia [11:23] Andrew Hellershanks: Where there any db migration between 073PF and 074PF? [11:23] BlueWall Slade: sometimes they don't switch states [11:23] Nebadon Izumi: I dont think he is currently online [11:23] Nebadon Izumi: its possible he doesnt even have power at the moment [11:23] Justin Clark-Casey: bluewall: that would be something melanie should fix again [11:23] BlueWall Slade: or, loke you can fly across a sim border and the avatar goes into the standing animation [11:23] Justin Clark-Casey: nebadon: ah yes, he's in NYC [11:23] Hiro Protagonist: Oh yeah thats right, I bet he dont [11:23] BlueWall Slade: ++ jcc [11:23] Dahlia Trimble: hi [11:23] BlueWall Slade: Hi Dahlia [11:24] Walter Balazic: yeah, if he's in NYC we have outages citywide there [11:24] Justin Clark-Casey: bluewall: though may have to raise yet more mantis. [11:24] Walter Balazic: power and NW [11:24] Andrew Hellershanks sees Dahlia's tag [11:24] Justin Clark-Casey: hi dahlia [11:24] Andrew Hellershanks is trying to unbork groups [11:24] BlueWall Slade: I'm not able to do much testing till I get this hardware issue resolved [11:25] Jak Daniels: Bluewall... i can do some testing for you... seeing as I was involved with the previous anim/ao changes [11:25] BlueWall Slade: I can probably add what I have seen to a mantis though [11:25] Dahlia Trimble blushes and tries to hide her tag [11:25] Walter Balazic: I did just open a Mantis about animation state issues incidentally [11:25] Jak Daniels: i'd not tried sim crossings while flying [11:25] Walter Balazic: something that we kind of ignored for a while [11:25] Walter Balazic: on Dan's suggestion actually [11:25] Baewyn Celara: Groups? [11:26] BlueWall Slade: try flying into one, then back in a few seconds [11:26] BlueWall Slade: that seems to always trigger it [11:26] Jak Daniels: ok i will try that. [11:26] BlueWall Slade: cool [11:26] BlueWall Slade: thanks [11:26] Justin Clark-Casey: walter: the ideal thing would be to go back to aa52c8b and see if the problem goes away [11:27] Walter Balazic: you discussing the anim issue? [11:27] Justin Clark-Casey: that's the most recent animation change, apart from the further changes that aimed to fix issues brought up by that change itself [11:27] dan banner: i think the hopping around going into edit might be older [11:27] Walter Balazic: that has been going on for almost a year [11:27] Justin Clark-Casey: walter: oh, ok [11:27] Walter Balazic: it's just something we ignored at first [11:27] Walter Balazic: but we are starting to see what it actually is [11:28] Walter Balazic: we were seeing it whenever we edited an item or built something [11:28] Walter Balazic: and just thought it was some weird thing with building [11:28] Walter Balazic: but in fact it is a fly trigger prior to triggering the intended animation [11:28] Justin Clark-Casey: is 6384 this issue? [11:28] BlueWall Slade: btw - I have seen the issue running w/o an ao or having it disabled [11:28] Walter Balazic: http://opensimulator.org/mantis/view.php?id=6384 [11:29] Justin Clark-Casey: walter: ok, it is hgelpful to know if it's longstanding - I had assumed it was connected with the most recent anim issues [11:29] Walter Balazic: no, it has been around about a year [11:29] Walter Balazic: it is just something we have more info on now [11:29] Justin Clark-Casey: odd though, I haven't noticed this [11:29] Walter Balazic: build something [11:30] Walter Balazic: you didn't get the avi hop on edit? [11:30] Justin Clark-Casey: no [11:30] Jak Daniels: i have noticed it... i just thought it was a glitch with the physics when you rez something, you get pushed away from it [11:30] Nebadon Izumi: maybe its only when your standing on terrain [11:30] Walter Balazic: yes so did I Jak [11:30] Justin Clark-Casey: I've never seen this in fact, but maybe I just don't build in the right way [11:30] Hiro Protagonist: It may require more than a simple prim [11:30] Walter Balazic: oh good point Neb [11:30] Walter Balazic: never thought of that [11:30] dan banner: neb it happens standing in lbsa too sometimes [11:31] Walter Balazic: I can show you it when it triggers prior to the expected animation in a script [11:31] Hiro Protagonist: I dont have a good explanation for why, but I always thought it was somehow related to the mass of the build [11:31] Walter Balazic: yes so did I [11:31] Walter Balazic: at first [11:31] Hiro Protagonist: seem like the bigger the thing the more I pop around [11:31] Walter Balazic: you know that hug hud thing I use Hiro [11:31] Walter Balazic: if I "hug" someone [11:31] Hiro Protagonist: yea [11:31] Walter Balazic: it flies first [11:31] Walter Balazic: ever notice that [11:32] Walter Balazic: then... it goes to the correct anim [11:32] Hiro Protagonist: oh yeah it does soesnt it [11:32] Walter Balazic: yes [11:32] Baewyn Celara: yup [11:32] Walter Balazic: I noticed it with a leashing script also [11:32] Walter Balazic: on tugging the leash, it should "walk" [11:32] Walter Balazic: but it flies first [11:32] Walter Balazic: then walks [11:32] BlueWall Slade: lol [11:32] Walter Balazic: so there is something triggering fly before the anim in question [11:32] BlueWall Slade: hard tug [11:32] Walter Balazic smiles at Bluewall [11:32] Walter Balazic: yes I know [11:32] Walter Balazic: :) [11:32] Hiro Protagonist: that explains why my NPCs are so unpredictable following, hrmmm [11:32] Walter Balazic: but it is an example [11:32] Walter Balazic: yes [11:32] Walter Balazic: and build "pointing" at an object [11:32] Walter Balazic: is an embedded anim [11:33] Walter Balazic: so we are making the hypothosis that hop [11:33] Walter Balazic: is a tiny fly [11:33] Walter Balazic: then the pointing anim [11:33] Hiro Protagonist: hmm [11:33] Sarah Kline: I'm sure i had a thing that did that [11:33] Sarah Kline: but was in the script [11:34] Sarah Kline: not connected with the building thing though [11:34] Walter Balazic: well when we saw 3 different scripts [11:34] Walter Balazic: all doing a fly then the anim [11:34] Walter Balazic: we considered it might be something bigger than a script issue [11:35] Sarah Kline: yes well no idea why it would be scripted like that anyway ) [11:35] Walter Balazic: well it shouldn't be, it should call the animation in question [11:35] Walter Balazic: and that's it [11:35] Walter Balazic: not fly first [11:35] Walter Balazic: that's exactly the point [11:35] Justin Clark-Casey: tiffany: I had a thought on your comms issues [11:36] Tiffany Magic: Justin: Yes? And? [11:36] Justin Clark-Casey: tiffany: In 0.7.4, http inventory is turned on by default [11:36] Justin Clark-Casey: which involves many more http connections, I believe [11:36] Justin Clark-Casey: but I know there's some discussion in linden lab where various routers have a very low number of max connections [11:37] Justin Clark-Casey: perhaps the number of connections is causing comms issues in some situations, though this is very hypothetical [11:37] Andrew Hellershanks: Justin: Which settingi s that? It can be turned off to see if it makes a difference. [11:37] Justin Clark-Casey: you would want to comment out Cap_FetchInventoryDescendents2 and Cap_FetchInventory2 in [ClientStack.LindenCaps] in OpenSim.ini [11:38] Justin Clark-Casey: that would siable http inventory and force viewers to fallback on udp inv [11:38] Andrew Hellershanks: k, ty. I'll check on those settings after this meeting. [11:38] Tiffany Magic: Thank you Justin. [11:38] Justin Clark-Casey: unfortunately, modern ll viewers have a bug/feature where they cannot fall back to udp inventory anymore [11:38] Justin Clark-Casey: but TPVs should still be able to, I believe [11:39] Dahlia Trimble: you can still tell the LL viewer to not use http inventory [11:39] Justin Clark-Casey: There's a chart at http://www.smallnetbuilder.com/lanwan/router-charts/bar/77-max-simul-conn [11:39] Dahlia Trimble: its a menu option under either advanced or develop menus [11:39] Justin Clark-Casey: dahlia: oh, that still works? On LL 3.3.x it appeared to be broken [11:40] Andrew Hellershanks: If it was to make a difference is there anything that could be done other than leave it disabled? [11:40] Justin Clark-Casey: maybe if you deliberately change that setting it works, it seemed broken because auto-fallback no longer worked [11:40] Justin Clark-Casey: andrew: wel, that would be the next problem [11:40] Dahlia Trimble: still works on the LL production viewer Im using I believe [11:40] Andrew Hellershanks: Justin, ok. I'll let you know what happens [11:41] Justin Clark-Casey: so that chart shows some routers ahve a really low number of max connections [11:41] Teravus Ousley: well, it's actually a HTTP Recommendation that's usually followed. Two http connections to any single server. [11:41] Justin Clark-Casey: like those d-links at the bottom [11:41] Teravus Ousley: Some allow 4 [11:41] Justin Clark-Casey: heh, I know browsers no longer follow that and I don't believe the viewer does either [11:41] Andrew Hellershanks: dang it. I remembered a question I was going to ask and forgot it again. [11:41] Justin Clark-Casey: a higher number of max http texture cons at once, for instance [11:41] Justin Clark-Casey: so this could also be related to http texture fetch [11:41] Baewyn Celara: :) [11:41] Nebadon Izumi: I need to step away for a bit [11:42] Teravus Ousley: In windows, there's a registry setting that you can tweak for IE [11:42] Nebadon Izumi: have to deal with a tree that fell, they need my help [11:42] Azah Tabor: I know in Firestorm, under the Develop tab at the top, you can uncheck the http texture and http inventory [11:42] BlueWall Slade is AFK - see you all later [11:42] Teravus Ousley: ok, neb, good luck [11:42] Baewyn Celara: ok Neb [11:42] Hiro Protagonist: be careful Neb [11:42] Qandy Saw: yes, tc [11:42] Baewyn Celara: ok Blue [11:42] Justin Clark-Casey: nebadon: ok - cheers [11:42] Nebadon Izumi: I'll stay logged in, probably be 15-20 minutes [11:42] Andrew Hellershanks: My neighbour had some flashing rip off the roof line of their house. [11:42] Sarah Kline: byes [11:43] Justin Clark-Casey: azah: yes, could also be worth trying manually for testing [11:43] Justin Clark-Casey: if you're the only person on a simulator behind a particular router [11:44] Hiro Protagonist: . [11:44] Baewyn Celara: brb [11:45] Teravus Ousley: no script events either [11:45] Teravus Ousley: in the simstats [11:45] Hiro Protagonist: time for me to fly too -- we've pretty much covered everything I think can be covered under the circumstances [11:45] Hiro Protagonist waves [11:45] Hiro Protagonist is Offline [11:45] Qandy Saw: bye [11:45] Justin Clark-Casey: yes, I noticed that - not sure when that was last operational. Propbably not for a long while since xengine doesn't count it [11:45] Teravus Ousley: take care [11:45] Sarah Kline: byes [11:46] Teravus Ousley: ok, my concern is we have no reliable instrumentation. The sim stats are supposed to be such that you can determine, at a glance what's wrong with the server. :) [11:46] Justin Clark-Casey: any other opensim topics today? [11:46] Jak Daniels: justin: quick question about load/save iar if I may... 'save iar first last /' saves the My Inventory folder, but.. [11:47] Andrew Hellershanks: Oh, thank you for saying iar. Now I remember my issue. [11:47] Jak Daniels: load iar / puts a My Inventory folder back under My Inventory [11:47] Jak Daniels: is that right? [11:47] Andrew Hellershanks: I loaded a ~600M IAR file and some of the scripts in the loaded objects I don't have perms on. [11:47] Justin Clark-Casey: yes, it's not symettrical, which is awkward [11:47] Jak Daniels: oh i used --merge on load iar too [11:47] Justin Clark-Casey: jak: the 'workaround' is to do save iar /* [11:47] Walter Balazic: http://opensimulator.org/mantis/view.php?id=6359 [11:47] Walter Balazic: any more headway on this Justin? [11:47] Jak Daniels: ok thanks i will try that [11:49] Justin Clark-Casey: probably that's what save iar / should really do [11:49] Justin Clark-Casey: andrew: you're loading back to osgrid? [11:49] Justin Clark-Casey: walter: need more data to make headway quicker - otherwise it's waiting for me to have time to look at the code [11:49] BlueWall Slade is Offline [11:49] Andrew Hellershanks: Are the perm issues of scripts inside items a load issue (scripts have UUID of avatar from previous grid and were not updated to that of local grid)? [11:49] Walter Balazic: what kind of data do you want Justin, I'll get some people on it for you [11:49] Justin Clark-Casey: mm, now some groups comms timeout is holding up the main sceen loop [11:50] Andrew Hellershanks: Justin, I saved an iar from a grid I used to use that is now gone. I loaded it in to a different grid running 074PF [11:50] Justin Clark-Casey: walter: the detalis are in my mantis comments [11:50] Richardus Raymaker is Online [11:50] Walter Balazic: the reply to Whitestar? [11:50] Walter Balazic: that's what you need done? [11:51] Justin Clark-Casey: yes [11:51] dan banner: bye everyone [11:51] Justin Clark-Casey: vte dab [11:51] Justin Clark-Casey: bye dan [11:51] Qandy Saw: bye dan [11:51] dan banner is Offline [11:51] Walter Balazic: take care Dan [11:51] Justin Clark-Casey: andrew: yeah, it's possible [11:52] Justin Clark-Casey: possibly the adjustments done on oar loading are currently insufficient [11:52] Baewyn Celara: back [11:52] Andrew Hellershanks: justin, ok. I'll see if I can dig in to the database and verify if the old avatar UUID is on some items. [11:52] Andrew Hellershanks: Same avatar name just different avatar UUID [11:53] Justin Clark-Casey: well, in theory it should be ignored since you can't have items owned by different people in an object [11:53] Justin Clark-Casey: even if that's the case in the asset (which is entirely possible) it should be corrected on actual rez [11:53] Justin Clark-Casey: but I'm not convinced right now that this is all happening properly [11:53] Richardus Raymaker: dont tell m you start 1 hour earlyer [11:54] Andrew Hellershanks: That's not what I'm seeing. I'll have to note one of the objects and check the item UUID and dig in to the DB [11:54] Justin Clark-Casey: yes, only for this week for europeans [11:54] Richardus Raymaker: crap. nobody warned me. [11:54] Justin Clark-Casey: I would have thought the clocks going back would be a clue [11:54] Qandy Saw: =) [11:54] Justin Clark-Casey: anyway [11:55] Robert Adams: should verify what time it will be next week.... when UTC? [11:55] Tiffany Sicling: does that have anything to do with giving objects across different regions not working? [11:55] Justin Clark-Casey: We will go back to 1900 UTC instead of 1800 UTC [11:55] Richardus Raymaker: betetr use SLT time [11:56] Justin Clark-Casey: so it will remain 7pm for US and go back to 7pm for Euro [11:56] Justin Clark-Casey: and for anybody in asia it will be +1 [11:56] Richardus Raymaker: uhm PDT.. grr. now i missed everything [11:56] Dahlia Trimble: 7 pm? [11:56] Franja.Russell @marin.us.com: Hello Bruch. [11:56] Justin Clark-Casey: tiffany: giving an object to somebody in a neighbouring region via direct drag? [11:56] Bruch a: hello Franja [11:56] Richardus Raymaker: anyway, i got last week a few times this error "ODE crash. Bad arguments(s) (..\..\ode\src\collision_kernel.cpp:705)" [11:57] Franja.Russell @marin.us.com: How are you? [11:57] Tiffany Sicling: like I have their name up in friends, and I drop an inv to them from inv [11:57] Tiffany Sicling: *item [11:57] Walter Balazic: I see that randomly [11:57] Justin Clark-Casey: dahlia: ug , sorry, 11am in the west coast, 2pm on the east [11:57] Teravus Ousley: Richardus, check your terrain. [11:57] Walter Balazic: I just figured that was some kind of presence thing [11:57] Franja.Russell @marin.us.com: There's conversation on my screen but I see only you Bruch. Where are the others? [11:57] Bruch a: Thanks i am fine :) [11:57] Richardus Raymaker: hmm, no terrain is flat. it happend with ode verhicle [11:57] Teravus Ousley: typically that results from broken terrain, or outlandishly complex objects [11:57] logger sewell: I do as well but it is sporatic for me [11:57] Bruch a: they are in the house behind you franja [11:58] Franja.Russell @marin.us.com: Oh. [11:58] Franja.Russell @marin.us.com: Thanks. [11:58] Bruch a: your welcome :) [11:58] Justin Clark-Casey: ah vehicles :) [11:58] Franja.Russell @marin.us.com: I'm going to wander around to see what's here. Enjoy your day. [11:58] Andrew Hellershanks: I need to look at what group code changes are in place in git master vs. 074PF as I have trouble pulling up group member/role info for a group with 102 members. [11:58] Bruch a: thanks you too :) [11:58] Teravus Ousley: hmm, well, bad argument means that the plugin did something wrong or there's memory corruption :) [11:58] Justin Clark-Casey: andrew: no difference afair [11:59] Dahlia Trimble: using the ODE that comes with OpenSimulator? [11:59] Andrew Hellershanks: ok, that's weird. Arielle pulled up member info on a group here with > 500 members. I can't even get the data for a group with 102 members. [11:59] Richardus Raymaker: yes [11:59] Richardus Raymaker: http://opensimulator.org/mantis/view.php?id=6377 [11:59] Arielle Popstar: pulled up one with 1024 members but it did freeze me and a friend for a few seconds Andrew [12:00] Justin Clark-Casey: I have a feeling this stuff is being done synchrionously on the scene loop, which is bad [12:00] Justin Clark-Casey: did you do that in this simulator earlier? [12:00] Walter Balazic: I just pulled up the LF Land group [12:00] Andrew Hellershanks: Arielle, right. I don't care about the lag but I don't get any results and I waited for a minute or so with no joy. [12:00] Sarah Kline: Bye all [12:00] Walter Balazic: it has 377 in it [12:00] Qandy Saw: bye, tc everyone :) [12:00] Tiffany Magic: You were still able to do it, Arielle... we can't even open a group if it has over 100 members in it. [12:01] Azah Tabor: I was able to just open the group info for a group that has 993 members... Snoopies Freebies [12:01] Baewyn Celara: bye Sarah [12:01] Arielle Popstar: it was on the sandbox plaza i did it. Should test on a low bandwidth region [12:01] Justin Clark-Casey: that's probablyi why we're getting these chat pauses [12:01] Baewyn Celara: bye Q [12:01] Walter Balazic: :) [12:01] Walter Balazic: your right about that Justin [12:01] Walter Balazic: lol [12:02] Richardus Raymaker: for justin, i hope to test the mantis asap about the sounds.. [12:02] Ubit Umarov: ( hmm changing link on physical prims in core ode is .. hmm lets say asking for trouble ;) ) [12:02] Arielle Popstar: the freezes maybe an indication of why they wont open at all in other places [12:02] Justin Clark-Casey: hmm, though muost of them are async [12:02] Andrew Hellershanks: I want to simplify some of the SQL queries for groups if possible. I think there are times too much data is being returned. A lot of it isn't always needed. [12:03] Michelle Argus: andrew, right, we are already woking out a concept for refactoring the group module in total [12:03] Andrew Hellershanks: Michelle, good. [12:04] Michelle Argus: http://opensimulator.org/wiki/Feature_Proposals/Improve_Groups_Service [12:04] Andrew Hellershanks: Michelle, some of the changes I thought were going to be major. [12:04] Michelle Argus: sql's are just one part of that [12:05] Andrew Hellershanks nods [12:05] Michelle Argus: right, i guess it will a major refaktoring [12:06] Andrew Hellershanks: Getting a list of who should receive a group notice shouldn't need more than UUID of who is online or should get notices forwarded to them. It gets full member data. [12:06] Arielle Popstar: a notice or a message? [12:06] Michelle Argus: i also would prefer a methos with some decentral "addons" for some funkions which cause many requests, eg IMs, but this still needs to be discussed [12:06] Teravus Ousley: ok, well.. as I really cannot contribute much more to the conversation.. :) I think I'm probably going to go. Have a great day and rest of the week. [12:07] Justin Clark-Casey: bye teravus [12:07] Andrew Hellershanks: Arielle, the fetch is the same [12:07] Dahlia Trimble: I'm off for lunch. Bye all :) [12:07] Justin Clark-Casey: I need to go as well [12:07] Baewyn Celara: bye Teravus [12:07] Baewyn Celara: bye Justin [12:07] Richardus Raymaker: bye ter [12:07] Justin Clark-Casey: see you folks around [12:07] Richardus Raymaker: bye justin [12:07] Walter Balazic waves [12:07] Teravus Ousley: Gnight, May your tapings have an audience. [12:07] Jak Daniels: bye justin... thanks [12:07] Andrew Hellershanks: ok, ttyl on IRC, justin [12:07] Justin Clark-Casey waves [12:07] Andrew Hellershanks: tapings? [12:07] Arielle Popstar: :) [12:08] Teravus Ousley is Offline [12:08] Tiffany Sicling: bye all [12:08] Gennifer Eros: Hello all