[Opensim-users] Couple questions about master (Unhandled
Emperor Starfinder
emperor at secondgalaxy.com
Tue Dec 18 13:30:22 UTC 2012
I am getting that as well. It appears to happen with Imprudence, Hippo
Viewer (the one island oasis has done), Firestorm (For Opensim), and
Phoenix.
Additionally I keep getting the error message EOC code stream is corrupted.
Although the messages don't appear to have much effect on avatars that are
logged in.
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Today's Topics:
1. Re: Couple questions about master (Unhandled Packet
AgentUpdate, and HTTP Inventory) (Chris)
----------------------------------------------------------------------
Message: 1
Date: Mon, 17 Dec 2012 22:46:31 -0600
From: Chris <mewtwo0641 at gmail.com>
To: opensim-users at lists.berlios.de
Subject: Re: [Opensim-users] Couple questions about master (Unhandled
Packet AgentUpdate, and HTTP Inventory)
Message-ID: <50CFF527.4040203 at gmail.com>
Content-Type: text/plain; charset=ISO-8859-1; format=flowed
Okie dokie, I set up an entirely new instance of OpenSim using the latest
master and the warnings still show up using the tests from the previous
email, so I posted Mantis 6468
http://opensimulator.org/mantis/view.php?id=6468
Thank you Justin =)
On 12/13/2012 5:51 PM, Justin Clark-Casey wrote:
> How strange. I inspected all the packet pool code again visually for
> possible race conditions or bugs and couldn't find anything. I also
> tested with 2 viewers, LL 3.3.4 and LL 1.2.3 (on different machines)
> on both mono 2.10.9 and Windows with .net without seeing the issue.
> This particularly aspect of packet pooling has been around since early
> October, afair.
>
> However, clearly you're having some kind of problem. I added a tiny
> bit more logging in git master 0b93a68 to tell us whether one or both
> viewers are having their AgentUpdate packets rejected and how these
> are interleaved. Please could you retest with this and open a Mantis
> with the OpenSim.log. Thanks.
>
> On 13/12/12 04:57, Chris wrote:
>> Hi Justin,
>>
>> This started to happen just recently as soon as I started to use
>> commit 905d7c4 (r/21385); although I am not sure exactly when this
>> may have started as I made a bit of a jump (895d28f
>> r/20917 to 905d7c4 r/21385)
>>
>> This appears to happen when there is more than one person logged in.
>>
>> Did some tests in a few different variations of connectivity
>> configurations (As far as which computer(s) the viewers are running
>> on):
>>
>> Have 2 Computers set up, 1 with OS and all related services running,
>> the other does not have anything OS related running. Running a
>> typical home network, 1 network, nothing fancy =)
>>
>> Results:
>> 1 viewer running on the non OS computer: No apparent issues
>> 1 viewer running on the OS computer: No apparent issues
>>
>> 2 (or more) viewers running on the non OS computer: Shows the
>> AgentUpdate packet warnings from time to time
>> 2 (or more) viewers running on the OS computer: Shows the AgentUpdate
>> packet warnings although it is noticeably a bit spammier in this
>> configuration
>>
>> 1 viewer running on OS computer and 1 viewer running on non OS
>> computer: Shows the AgentUpdate packet warnings although it is
>> noticeably a bit spammier in this configuration. The viewer on the OS
>> computer tends to experience network lag quite a bit when walking
>> (i.e. The avatar drifts off into space for a few seconds after every
>> few steps) while the viewer on the non OS computer will be able to
>> walk around just fine but the warnings will still pop up in both
>> cases.
>>
>>
>> If I set RecyclePackets = false in [PacketPool] then the issues seem
>> to go away. I repeated the above tests and threw in a couple more
>> viewer instances for good measure to check as well.
>>
>>
>>
>> For the HTTP Inventory question; I set:
>>
>> [ClientStack.LindenCaps]
>> Cap_FetchInventoryDescendents2 = ""
>> Cap_FetchInventory2 = ""
>>
>> And inventory seems to load now (very quickly I might add) for
>> viewers with HTTP Inventory disabled in Debug Settings.
>>
>>
>> I did run into an exception along the way in my testing right after I
>> made the changes in [ClientStack.LindenCaps]. The below stack trace
>> came up (One exception per script in the item) when I detached one of
>> my attachments. I am not certain if it is related to any of the above
>> but I do recall that you wanted some more information on script state
>> related issues so I thought this might be a good thing to add =)
>>
>> Thank you!
>>
>>
>> Exception:
>>
>> 2012-12-12 22:35:38,843 ERROR -
>> OpenSim.Region.ScriptEngine.XEngine.XEngine [XEngine]: Failed to save
>> state of script AOHUD.AO v4, item UUID 14eba70e-
>>
>> 0bf8-4b5e-92d2-382f20eb4117, prim UUID
>> 74cf7aca-c5f7-4dd7-8373-9dd8620ef8af in Test Region 2. Exception
>> System.AppDomainUnloadedException: The target application domain has
>> been unloaded.
>>
>> Server stack trace:
>> at System.Threading.Thread.InternalCrossContextCallback(Context
>> ctx, IntPtr ctxID, Int32 appDomainID, InternalCrossContextDelegate
>> ftnToCall, Object
>>
>> [] args)
>> at
>> System.Runtime.Remoting.Channels.CrossAppDomainSink.DoTransitionDispa
>> tch(Byte[]
>> reqStmBuff,
>> SmuggledMethodCallMessage smuggledMcm,
>>
>> SmuggledMethodReturnMessage& smuggledMrm)
>> at
>> System.Runtime.Remoting.Channels.CrossAppDomainSink.SyncProcessMessag
>> e(IMessage
>> reqMsg)
>>
>> Exception rethrown at [0]:
>> at
>> System.Runtime.Remoting.Proxies.RealProxy.HandleReturnMessage(IMessag
>> e reqMsg, IMessage retMsg)
>> at
>> System.Runtime.Remoting.Proxies.RealProxy.PrivateInvoke(MessageData&
>> msgData, Int32 type)
>> at OpenSim.Region.ScriptEngine.Shared.ScriptBase.IScript.GetVars()
>> at
>> OpenSim.Region.ScriptEngine.Shared.Instance.ScriptInstance.GetVars()
>> in
>> c:\Users\admin\Desktop\opensim-905d7c4\OpenSim\Region\ScriptEngine\Sh
>> ared
>>
>>
>> \Instance\ScriptInstance.cs:line 919
>> at
>> OpenSim.Region.ScriptEngine.Shared.Instance.ScriptSerializer.Serializ
>> e(ScriptInstance
>> instance) in
>> c:\Users\admin\Desktop\opensim-905d7c4\OpenSim
>>
>> \Region\ScriptEngine\Shared\Instance\ScriptSerializer.cs:line 80
>> at
>> OpenSim.Region.ScriptEngine.Shared.Instance.ScriptInstance.SaveState(
>> String
>> assembly) in
>> c:\Users\admin\Desktop\opensim-905d7c4\OpenSim\Region
>>
>> \ScriptEngine\Shared\Instance\ScriptInstance.cs:line 961
>> at OpenSim.Region.ScriptEngine.XEngine.XEngine.DoBackup(Object o)
>> in
>> c:\Users\admin\Desktop\opensim-905d7c4\OpenSim\Region\ScriptEngine\XE
>> ngine
>>
>>
>> \XEngine.cs:line 753
>> 2012-12-12 22:35:38,890 ERROR -
>> OpenSim.Region.ScriptEngine.XEngine.XEngine [XEngine]: Failed to save
>> state of script AOHUD.Menu v1.0, item UUID
>>
>> c8c29c17-048e-4abf-b650-8122f75eda26, prim UUID
>> 74cf7aca-c5f7-4dd7-8373-9dd8620ef8af in Test Region 2. Exception
>> System.AppDomainUnloadedException: The target application domain has
>> been unloaded.
>>
>> On 12/12/2012 5:37 PM, Justin Clark-Casey wrote:
>>> On 11/12/12 22:28, Chris wrote:
>>>> Hello every one, got a couple of questions about git master 905d7c4
>>>> (r/21385).
>>>>
>>>> I recently downloaded and compiled master and am noticing a bunch
>>>> of yellow text popping up (warnings?) saying [CLIENT]:
>>>> unhandled packet AgentUpdate primarily when walking around but they
>>>> do pop up on occasion when standing still. Is anyone else seeing
>>>> this?
>>>
>>> AgentUpdates are extremely common messages. If you do "debug packet
>>> 255" on the console you will see a constant stream of them come in
>>> since they tell the server about agent movements, head rotation,
>>> etc, even when you're standing completely still.
>>>
>>> So this must only be happening on rare occasions. In the current
>>> code this should only happen if an agent update message has somehow
>>> been sent to the client port from another source but with wrong
>>> session and agent IDs.
>>>
>>> This seems very unlikely, so I think a stronger candidate is some
>>> packet pooling issue.
>>>
>>> So in connection with this
>>>
>>> 1) How recently did this start happening?
>>>
>>> 2) Does it happen when you are alone on a region with nobody in the
>>> same or in any neighbouring regions?
>>>
>>> 3) What happens if you set
>>>
>>> [PacketPool]
>>> RecyclePackets = false
>>>
>>> ?
>>>
>>>>
>>>> Also a quick question about HTTP inventory and more recent viewers
>>>> (i.e. Firestorm, SL v3.3.x, and possibly v1.23 based viewers that
>>>> support it (have not tested these though)); It seems that when I
>>>> have HTTP Inventory disabled my inventory refuses to load up until
>>>> HTTP Inventory is enabled. I prefer to keep it off because UDP
>>>> inventory loads a lot quicker for me and having it disabled also
>>>> seems to result in more stable teleports on LL grid. Is there
>>>> anyway to fix this in the config files?
>>>
>>> On the server side, UDP inventory is always available. You could
>>> disable HTTP inventory on the server side with the instructions at
>>> [1] just to be sure. But I think a viewer bug is more likely where
>>> fallback is not happening properly when HTTP inventory is disabled.
>>> I don't know if there are any viewer config values which would help
>>> in this situation.
>>>
>>> [1] http://opensimulator.org/mantis/view.php?id=6412
>>>
>>
>>
>
>
--
OpenSim: 10 Region Standalone on 0.7.5 Dev
Physics: Open Dynamics Engine
OS: Windows 7 (x64)
CPU: AMD Phenom II X4 840 3.2 GHz
Memory: 11 GB DDR3
Database: MySQL 5.1.63 (x64)
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