Chat log from the meeting on 2015-01-06

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[2015/01/06 11:01]  Justin Clark-Casey: hi folks
[2015/01/06 11:01]  Shez.Oyen Hi Justin
[2015/01/06 11:01]  Jak.Daniels hi Justin
[2015/01/06 11:01]  Aine.Caoimhe waves
[2015/01/06 11:02]  Nebadon Izumi: hello all
[2015/01/06 11:02]  Richardus.Raymaker hi justin, all
[2015/01/06 11:03]  Justin Clark-Casey: everybody has gone back to school :)
[2015/01/06 11:04]  Nebadon Izumi: im starting to get sick blah.. sort throat , burning lungs
[2015/01/06 11:05]  Alicia.Raven hi :)
[2015/01/06 11:05]  Justin Clark-Casey: sorry to hear that
[2015/01/06 11:05]  Justin Clark-Casey: hi alicia
[2015/01/06 11:05]  BlueWall.Slade people have been sick all around here. I keep my fingers crossed
[2015/01/06 11:05]  Justin Clark-Casey: I'm still a little sick but coming out the other side
[2015/01/06 11:05]  Shez.Oyen Drink lemon juice and honey Neb (warm) it will make you feel a little better
[2015/01/06 11:06]  BlueWall.Slade moonshine will make yuou feel a lot better :)
[2015/01/06 11:06]  Shez.Oyen true, until the next day!
[2015/01/06 11:06]  BlueWall.Slade haha
[2015/01/06 11:06]  Richardus.Raymaker Bluewall, but then you betetr dont stop useing it. or you feel worse
[2015/01/06 11:07]  Shez.Oyen Hi Andrew :)
[2015/01/06 11:08]  Richardus.Raymaker hi andrew
[2015/01/06 11:08]  Aine.Caoimhe have a question as to whether this should be logged as an Opensim or viewer bug: on one grid I visit it seems any time I try to make a landmark it's storing it in IP form but then when I subsequently attempt to use it it fails....I have to make every time to their DDNS (even though the IP is static)
[2015/01/06 11:09]  Andrew.Hellershanks hello, everyone
[2015/01/06 11:09]  BlueWall.Slade Aine, maybe they use ip addresses in their confioguration?
[2015/01/06 11:09]  Nebadon Izumi: maybe you need to set the FQDN in the [Network] section?
[2015/01/06 11:09]  Aine.Caoimhe or is perhaps a grid configuration issue?
[2015/01/06 11:09]  Nebadon Izumi: not sure what all that effects
[2015/01/06 11:09]  Nebadon Izumi: if its just scripting or what
[2015/01/06 11:09]  Alicia.Raven aine, we had that issue, their config has the ip address and landmarks dont work unless they change it to the domain
[2015/01/06 11:10]  BlueWall.Slade I suppose anything that uses the host address - lots of Hg functions
[2015/01/06 11:10]  Aine.Caoimhe it only happens on Narasnook but that's run/hosted by the Zeta people so one would think it would be a more widespread issue
[2015/01/06 11:10]  Aine.Caoimhe okies....ty Alicia, I'll let them know
[2015/01/06 11:10]  Richardus.Raymaker why does opensim not do nslookup if it find ip and use the domain name it get. if no doamin name generate error and stop ?
[2015/01/06 11:11]  BlueWall.Slade you can point 1000 names at an IP
[2015/01/06 11:11]  BlueWall.Slade how would we know which to use?
[2015/01/06 11:11]  Aine.Caoimhe it just seems strange that it fails since the IP stored for the LM is correct
[2015/01/06 11:11]  Richardus.Raymaker thats not your problem. :) then the betetr put domain name in
[2015/01/06 11:12]  Alicia.Raven is it part of the spoofing security, the ip is rejected as it dosnt match the address expected
[2015/01/06 11:13]  Aine.Caoimhe still seems odd....if I do a maps search using their IP instead of DNS it works
[2015/01/06 11:13]  Aine.Caoimhe so why wouldn't the LM?
[2015/01/06 11:14]  Jak.Daniels I've seen that comparision being made in console log
[2015/01/06 11:14]  Jak.Daniels !=
[2015/01/06 11:14]  Aine.Caoimhe yeah
[2015/01/06 11:14]  Aine.Caoimhe just odd that it isn't
[2015/01/06 11:14]  Richardus.Raymaker sound like config error
[2015/01/06 11:15]  BlueWall.Slade maybe they use host names in region configs
[2015/01/06 11:15]  BlueWall.Slade shouldn't really matter though, I guess.
[2015/01/06 11:15]  Aine.Caoimhe no's run by "Fred" who runs Zeta as well, I believe
[2015/01/06 11:15]  Aine.Caoimhe so one would think he has a reasonable idea of what he's doing
[2015/01/06 11:16]  Alicia.Raven some one was saying yesterday they couldn't teleport from my grid to naras, but other hg teleports worked ok, might be connected
[2015/01/06 11:16]  Simulator Version v0.5: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> OpenSim.Region.ScriptEngine.Shared.ScriptException: OSSL Runtime Error: osGetSimulatorVersion permission denied.  Allowed threat level is VeryLow but function threat level is High.
[2015/01/06 11:16]  Aine.Caoimhe yep...that's the grid
[2015/01/06 11:16]  BlueWall.Slade tell Fred to try using his domain name. Maybe it will fix the issue.
[2015/01/06 11:16]  Aine.Caoimhe okies, I'll pass the message on....ty
[2015/01/06 11:16]  BlueWall.Slade No idea why it doesn't work, and there may be tons of things that could cause it.
[2015/01/06 11:20]  Justin Clark-Casey: I need to look at the existing bugs, I didn't do much over Christmas, tried to rest mainly
[2015/01/06 11:20]  Billy.Bradshaw RFC. Someone reported finding "DELETE /assets/131acf6b-c012-4846-8239-7f41bb21001b HTTP/1.1" 200 66 "-" "-" in the access log of a server, I reconstructed a similar request and found the opensim accepts the request but does nothing with it.
[2015/01/06 11:20]  Justin Clark-Casey: hope folks did have a good new year
[2015/01/06 11:20]  BlueWall.Slade ++
[2015/01/06 11:21]  Aine.Caoimhe ++
[2015/01/06 11:21]  Billy.Bradshaw The UUID has to be valid
[2015/01/06 11:21]  Richardus.Raymaker hard to say, just 6 days in the new year :)
[2015/01/06 11:21]  Jak.Daniels ++ too much beer ;)
[2015/01/06 11:22]  Justin Clark-Casey: billy: yes, the stream handler is setup even though requests are ignored by default. Really, it probably shoudlnt' be set up at all
[2015/01/06 11:22]  Billy.Bradshaw Just for the log here, can I say they have nothing to be concerned about, except of course someone being stupid?
[2015/01/06 11:23]  Nebadon Izumi: assets cant actually be deleted
[2015/01/06 11:23]  Justin Clark-Casey: assets won't be deleted unless you have set [AssetService] AllowRemoteDelete = true
[2015/01/06 11:24]  Justin Clark-Casey: do you know where the requests are coming from?
[2015/01/06 11:24]  Billy.Bradshaw Traced to somewhere in Japan
[2015/01/06 11:24]  BlueWall.Slade heh, what's up with that?
[2015/01/06 11:24]  Justin Clark-Casey: if it's definietley outside your network then someone is playing buggers... but then you shouldn't allow requests to the asset service private port anyway
[2015/01/06 11:24]  Billy.Bradshaw The log shows the IP
[2015/01/06 11:25]  Aine.Caoimhe another one that I'm not sure if it's a viewer bug or Opensim bug....I was doing a little old school terraforming (actually using the bulldozer!) and for some bizarre reason to raise land I have to set the strength slider to at least ~15% yet for lowering at roughly the same rate I have to almost zero the slider....and "smooth" seems to be far more aggressive in its smoothing (even at close to zero strength) than used to be the case
[2015/01/06 11:25]  Justin Clark-Casey: aine: anything like that is simulator-side
[2015/01/06 11:26]  Aine.Caoimhe okies...I'll do some experimentation and wait a while.....don't want to give you yet another bug to add to the pile
[2015/01/06 11:26]  Justin Clark-Casey: most of the code that generates terrain effects is ancient
[2015/01/06 11:27]  Nebadon Izumi: yea I think last person to work on that was Adam
[2015/01/06 11:27]  Aine.Caoimhe yeah...and I don't recall any changes to it in the last year which is why I was a little surprised to see a different behaviour
[2015/01/06 11:27]  BlueWall.Slade teravus worked on it a little about a year ago
[2015/01/06 11:27]  Richardus.Raymaker That explains maby why it's not optimized
[2015/01/06 11:27]  Nebadon Izumi: he worked on network side of it
[2015/01/06 11:27]  Nebadon Izumi: but i dont think he actually touched the tools themselves
[2015/01/06 11:27]  BlueWall.Slade yes
[2015/01/06 11:27]  Nebadon Izumi: he implemented a throttle if i recall
[2015/01/06 11:27]  Aine.Caoimhe that's why I was thinking it might be a viewer bug since I *have* recently done a FS update
[2015/01/06 11:28]  BlueWall.Slade but, wasn't there some work done in there a couple of months ago?
[2015/01/06 11:28]  BlueWall.Slade some new tools?
[2015/01/06 11:28]  Nebadon Izumi: i dont recall that but maybe
[2015/01/06 11:28]  Aine.Caoimhe there was a console command added
[2015/01/06 11:28]  Alicia.Raven i know the behavior you mean, but i seem to remember its always been that way as far as i recall
[2015/01/06 11:28]  BlueWall.Slade I remember someone talking about wanting to make some tools that produced sharper edges and shapes
[2015/01/06 11:28]  BlueWall.Slade and I was thinking that some work did come if a little while after that/
[2015/01/06 11:29]  BlueWall.Slade I may be mistaken though. would need to look at the commit logs
[2015/01/06 11:29]  Aine.Caoimhe I think there was just the console command added but I wouldn't want to swear to it
[2015/01/06 11:29]  Aine.Caoimhe it allows you re specify a rectangle to elevate/lower as a block
[2015/01/06 11:30]  BlueWall.Slade that was probably what I was thinking about
[2015/01/06 11:31]  Richardus.Raymaker but you can select a area ion the viewer to and rais or lower or
[2015/01/06 11:31]  Aine.Caoimhe you can do it by precise amounts in console too if you want
[2015/01/06 11:33]  Aine.Caoimhe I would really, really love it if the whole issue of missing attachments could be addressed as something of a's getting extremely annnoying to have to Ruth myself when HGed just so some people aren't seeing me naked (or bodiless) wherever I go
[2015/01/06 11:34]  Aine.Caoimhe there is something that seems to make a sim fail to send some things in higher traffic regions and when that happens it will *never* send it unless the person who can't see it logs out and back in again
[2015/01/06 11:34]  Aine.Caoimhe can happen with any asset, too, not just mesh
[2015/01/06 11:35]  Aine.Caoimhe can be a texture, a sculpt or a mesh but I haven't seen it happen with prim attachments
[2015/01/06 11:35]  Aine.Caoimhe so some sort of timing/race issue maybe?
[2015/01/06 11:36]  Justin Clark-Casey: I have no idea, all grids have to be on master code, which means getting a release out
[2015/01/06 11:36]  Aine.Caoimhe I notice it the most on Metro because thier asset server is utter garbage
[2015/01/06 11:36]  Aine.Caoimhe (or perhaps that's's old and under unusually high stress)
[2015/01/06 11:36]  Richardus.Raymaker Or the connection to it, depends where you live aine
[2015/01/06 11:37]  Aine.Caoimhe oddly it's Euros who seem most prone to not seeing parts of me and they don't have the entire Atlantic Ocean in the way
[2015/01/06 11:38]  BlueWall.Slade But, why would your assets be on their server? Is that the destination?
[2015/01/06 11:38]  Aine.Caoimhe and it's all between the region/grid asset/and other connection doesn't enter into it afaik
[2015/01/06 11:38]  Aine.Caoimhe when you HG there your assets get sent
[2015/01/06 11:38]  Aine.Caoimhe otherwise nobody would see you
[2015/01/06 11:38]  BlueWall.Slade to the region
[2015/01/06 11:38]  Richardus.Raymaker Senmt from where ? USA ?
[2015/01/06 11:38]  Nebadon Izumi: yea its probably not the asset server
[2015/01/06 11:39]  Nebadon Izumi: its the region
[2015/01/06 11:39]  Nebadon Izumi: unless they are using caps to redirect everything directly to asset server
[2015/01/06 11:39]  Nebadon Izumi: which would be unlikely
[2015/01/06 11:39]  Aine.Caoimhe the asset server seems to be involved since once I've worn something to one Metro region I can generally wear it when going to another region without the usual tp fail
[2015/01/06 11:40]  BlueWall.Slade the region has an asset cache
[2015/01/06 11:40]  Nebadon Izumi: yes but
[2015/01/06 11:40]  Aine.Caoimhe even if the 2 regions are on different sims
[2015/01/06 11:40]  Nebadon Izumi: the only connection to assset server is between their regions and asset server
[2015/01/06 11:40]  Nebadon Izumi: your viewer never speaks directly to asset server
[2015/01/06 11:40]  Nebadon Izumi: it always proxies through the simulator
[2015/01/06 11:40]  Aine.Caoimhe kk...but I can go to Close Encounter (hosted by Akira) and then go to Centerworld (not hosted by Akira) and it works fine
[2015/01/06 11:41]  Nebadon Izumi: the point is really if it was asset server it would be having same effect on local accounts
[2015/01/06 11:41]  Nebadon Izumi: the problem is likely latency betwen the simulator and viewer
[2015/01/06 11:41]  Nebadon Izumi: maybe high packet loss
[2015/01/06 11:41]  Richardus.Raymaker think close encounters is running ariba btw. (not sure)
[2015/01/06 11:41]  Nebadon Izumi: hard to say without looking at it through scope
[2015/01/06 11:41]  Aine.Caoimhe yes, they are, but I was picking 2 region names arbitrarily from a hat
[2015/01/06 11:41]  Justin Clark-Casey: when you first teleport to a foreign simulator, the assets required for appearance are transferred
[2015/01/06 11:42]  Justin Clark-Casey: after that,, they are present in the foreign asset service
[2015/01/06 11:42]  Nebadon Izumi: I highly suspect its mush
[2015/01/06 11:42]  Richardus.Raymaker TRy my region tehre next tim e aine :O thats running vanilla opensim
[2015/01/06 11:42]  Nebadon Izumi: mesh*
[2015/01/06 11:42]  Nebadon Izumi: Aine have you tested with a avatar with no attachments
[2015/01/06 11:42]  Nebadon Izumi: vs avatar with just prim attachments
[2015/01/06 11:42]  Nebadon Izumi: vs Mesh avatar
[2015/01/06 11:42]  Aine.Caoimhe right...and that foreign asset service is grid level, correct?
[2015/01/06 11:42]  Nebadon Izumi: i suspect the mesh is what fails
[2015/01/06 11:42]  Justin Clark-Casey: aine: yes
[2015/01/06 11:42]  Aine.Caoimhe I was right
[2015/01/06 11:42]  Richardus.Raymaker mesh is failing more in opensim
[2015/01/06 11:43]  Nebadon Izumi: mesh and hypergrid are horrible right now
[2015/01/06 11:43]  Richardus.Raymaker yup
[2015/01/06 11:43]  Nebadon Izumi: from my experience
[2015/01/06 11:43]  BlueWall.Slade Ohhh, I didn't realize that Hg user's assets go to the assets server
[2015/01/06 11:43]  Aine.Caoimhe mesh fails more often, sure, but I've seen textures fail and sculpties fail too
[2015/01/06 11:43]  Aine.Caoimhe and on top of all of that ATI's latest auto-installed driver has a rigged mesh bug
[2015/01/06 11:43]  Nebadon Izumi: yes but if you could test making sure there is no mixing and matching
[2015/01/06 11:43]  Jak.Daniels so the hg region propagates the assets to hg grid asset server too?
[2015/01/06 11:44]  Nebadon Izumi: like an avatar with no attachments, one with just prims, one with just sculpty, one with just mesh
[2015/01/06 11:44]  Nebadon Izumi: and see what kind of failure rates they each produce
[2015/01/06 11:44]  Aine.Caoimhe it's not reliable
[2015/01/06 11:44]  Justin Clark-Casey: jak: yes
[2015/01/06 11:44]  Nebadon Izumi: ya that to me screams latency or packet loss if its inconsistent
[2015/01/06 11:44]  Aine.Caoimhe the only consistent things seems to be that the more avi in a region, the morelikely it is that something will fail
[2015/01/06 11:44]  Nebadon Izumi: we probably have a timeout to short some where too
[2015/01/06 11:45]  Justin Clark-Casey: none of this is valid unless the region in question is running recent opensim code
[2015/01/06 11:45]  BlueWall.Slade Justin, how long before they are snet up?
[2015/01/06 11:45]  Justin Clark-Casey: there were a number of changes made to improve this for the conference
[2015/01/06 11:45]  BlueWall.Slade *sent
[2015/01/06 11:45]  Nebadon Izumi: yea that is true Justin
[2015/01/06 11:45]  Richardus.Raymaker but are the in 0.8.03 ?
[2015/01/06 11:45]  Justin Clark-Casey: richardus: no
[2015/01/06 11:45]  Aine.Caoimhe it happen f***ing everywhere, including in RG regions which are all running 0.8.1 built Jan 1st
[2015/01/06 11:45]  Nebadon Izumi: i dont think so
[2015/01/06 11:46]  Aine.Caoimhe stock code
[2015/01/06 11:46]  Richardus.Raymaker There's the problem why it maby dont work there
[2015/01/06 11:46]  Justin Clark-Casey: nobody has reported it afaik
[2015/01/06 11:46]  BlueWall.Slade Are they not cached at the region level for a time before being sent to the assets server?
[2015/01/06 11:47]  Justin Clark-Casey: blue: the code is at HGEntityTransferModule.HandleIncomingSceneObject()
[2015/01/06 11:47]  BlueWall.Slade ok
[2015/01/06 11:47]  Aine.Caoimhe I've brought it up at the last 2-3 meetings at least as part of the HG issues that I initially logged in March 2013 -- almost 2 years ago
[2015/01/06 11:47]  BlueWall.Slade Hmmm,
[2015/01/06 11:47]  Nebadon Izumi: I can say for certain that most of the HG issues i come accross involce mesh
[2015/01/06 11:47]  Nebadon Izumi: involve*
[2015/01/06 11:47]  Aine.Caoimhe shall I close that Mantis and start a whole new identical one so it looks new?
[2015/01/06 11:47]  BlueWall.Slade I can understand them going to the assets server if you expect them to travel about the other regions.
[2015/01/06 11:47]  Justin Clark-Casey: aine: which mantis number?
[2015/01/06 11:47]  BlueWall.Slade but seems that it would be good to just cache them
[2015/01/06 11:48]  Justin Clark-Casey: they are cached
[2015/01/06 11:48]  Nebadon Izumi: if all you do is just cache it, then how would people in neighbor sims see those assets?
[2015/01/06 11:49]  Aine.Caoimhe trhing to locate it....think it might have been on that Melanie helpfuly "closed" because it was related to someone else's report
[2015/01/06 11:49]  BlueWall.Slade Well, that is a good point.
[2015/01/06 11:50]  Aine.Caoimhe I guess I'll just make a new report for it because I can't locate the old one
[2015/01/06 11:50]  Richardus.Raymaker Aine, look under your own reports. not in global
[2015/01/06 11:50]  Richardus.Raymaker if you made the report
[2015/01/06 11:51]  BlueWall.Slade But, actually the child agents in the sam sim should pick them from the regions asset cache?
[2015/01/06 11:52]  Justin Clark-Casey: yes
[2015/01/06 11:52]  BlueWall.Slade So, if we could know if they are about to jump to another region on the same grid, then we could push the assets to the asset server?
[2015/01/06 11:53]  Aine.Caoimhe I'm beginning to think it was sometihing I added to someone else's report since I'm not seeing it even in my closed ones
[2015/01/06 11:53]  Justin Clark-Casey: bluewall: how woul dyou know?
[2015/01/06 11:53]  Alicia.Raven so not only are all local assets stored till the end of time, but hg users assets are squirreled away in the bottomless pit also
[2015/01/06 11:53]  BlueWall.Slade I guess by the destination
[2015/01/06 11:53]  Nebadon Izumi: again what about neihgbors though
[2015/01/06 11:53]  BlueWall.Slade child agents neb
[2015/01/06 11:54]  Nebadon Izumi: ya but how do they get the assets?
[2015/01/06 11:54]  Justin Clark-Casey: bluewall: when they choose it before they hit teleport?
[2015/01/06 11:54]  Nebadon Izumi: do they get them from asset server or from viewer?
[2015/01/06 11:54]  BlueWall.Slade the child agent gets it from the regions they are in.
[2015/01/06 11:54]  BlueWall.Slade Justin, I guess when they hit teleport.
[2015/01/06 11:54]  Nebadon Izumi: right what im saying is, if say i teleport to wright plaza
[2015/01/06 11:55]  BlueWall.Slade **Just brainstorming a little**(
[2015/01/06 11:55]  Nebadon Izumi: my viewer sends wright plaza the required avatar assets
[2015/01/06 11:55]  Nebadon Izumi: does it also send them to the neighbors?
[2015/01/06 11:55]  Justin Clark-Casey: alicia: yes
[2015/01/06 11:55]  Nebadon Izumi: or does the neighors request those assets from asset server
[2015/01/06 11:55]  Justin Clark-Casey: bluewall: but that's when we're doing the transfer anyway. YOu aren't gaining anything
[2015/01/06 11:55]  Alicia.Raven neb, the neibours would be child agents on the wright plaza sim tho
[2015/01/06 11:55]  BlueWall.Slade Neb, avatars in surrounding sims have child agents in Wright Plaza
[2015/01/06 11:55]  Justin Clark-Casey: nebadon: no
[2015/01/06 11:55]  Nebadon Izumi: oh i see ya
[2015/01/06 11:55]  BlueWall.Slade They are the eys
[2015/01/06 11:56]  BlueWall.Slade ok
[2015/01/06 11:56]  Nebadon Izumi: i was thinking you mean my avatars child agents
[2015/01/06 11:56]  BlueWall.Slade I should look at the code before I think about it, haa
[2015/01/06 11:56]  Justin Clark-Casey: bluewall: yeah, sorry :) I should try and remember other people haven't already looked through this stuff a lot
[2015/01/06 11:57]  BlueWall.Slade I was just thinking that there may be some optimization in there somewhere for bandwidth and storage space too.
[2015/01/06 11:58]  Justin Clark-Casey: bluewall: As alicia hints, I think atm the hg code stores transferred assets for all time. In theory they could be removed as they aren't the canonical copies
[2015/01/06 11:58]  Justin Clark-Casey: but that's a storage optimization, not performance
[2015/01/06 11:58]  BlueWall.Slade ++
[2015/01/06 11:58]  Justin Clark-Casey: really, the imported assets should be so marked so that they could be removed at some later point
[2015/01/06 11:59]  Aine.Caoimhe I tend to think Neb's guess is right: that there's a short-ish timer somewhere and if the asset hasn't been sent out to a specific viewer by then for whatever reason, it never gets sent to that viewer no matter what unless that person doesn't even get sent if the wearer relogs
[2015/01/06 11:59]  BlueWall.Slade yes, I think that is a good idea
[2015/01/06 11:59]  Justin Clark-Casey: I don't pay any attention to gueses in such a complex area. It's like looking at a car and trying to figure out why it doesn't go just from observing the effects
[2015/01/06 11:59]  Justin Clark-Casey: in fact, it's 10x worse
[2015/01/06 11:59]  BlueWall.Slade ++x50
[2015/01/06 12:00]  Andrew.Hellershanks Justin, In response to your earlier question, new years was ok. Nothing special at my end. Hope you enjoyed it and took some time off.
[2015/01/06 12:02]  Andrew.Hellershanks s/question/comment/
[2015/01/06 12:04]  Nebadon Izumi: the biggest problem i have with HG and mesh
[2015/01/06 12:04]  Nebadon Izumi: is teleporting from Grid A to Grid B and the regions i am leaving from and going to have the same assets
[2015/01/06 12:04]  Justin Clark-Casey: nebadon: mesh is just another attachment, albeit a large one
[2015/01/06 12:04]  Nebadon Izumi: many times i end up landing to 1000 yellow pyramids
[2015/01/06 12:04]  Nebadon Izumi: instead of mesh
[2015/01/06 12:04]  Nebadon Izumi: then i log out and back in and the departure grid also has yellow pyramids now
[2015/01/06 12:05]  Nebadon Izumi: i have to clear cache and do it again, usaully second time its ok
[2015/01/06 12:05]  Nebadon Izumi: i dont recall it ever happening right after a cache clear the first time
[2015/01/06 12:05]  Justin Clark-Casey: clear cache on viewer?
[2015/01/06 12:05]  Nebadon Izumi: yes
[2015/01/06 12:05]  Richardus.Raymaker thats complete weird
[2015/01/06 12:05]  Nebadon Izumi: happens a lot for me
[2015/01/06 12:05]  Nebadon Izumi: i tend to make big asset oars
[2015/01/06 12:05]  Nebadon Izumi: so i can move my stuff between grids
[2015/01/06 12:06]  Nebadon Izumi: very problematic and time wasting
[2015/01/06 12:06]  BlueWall.Slade I used to see those for the chairs in the Keynote regions when I would go there in Singularity
[2015/01/06 12:06]  BlueWall.Slade That was really odd
[2015/01/06 12:06]  Nebadon Izumi: i really have a feeling that somewhere in HG mesh asset requests maybe take to long
[2015/01/06 12:06]  Nebadon Izumi: and it confuses the viewer or something
[2015/01/06 12:06]  Nebadon Izumi: then eventually times out and you never get the assets, and if you already have them, they get corrupted
[2015/01/06 12:07]  Shez.Oyen ouch
[2015/01/06 12:07]  Nebadon Izumi: its never happened on local teleport
[2015/01/06 12:07]  Nebadon Izumi: always HG 100%
[2015/01/06 12:07]  Nebadon Izumi: and like i said
[2015/01/06 12:08]  Nebadon Izumi: usually the departure and arrival sims have nearly identical assets
[2015/01/06 12:08]  Nebadon Izumi: i dont recall it only happening with a small number of items
[2015/01/06 12:08]  Nebadon Izumi: like my big tree OAR
[2015/01/06 12:08]  Nebadon Izumi: thats a great example
[2015/01/06 12:08]  BlueWall.Slade I have seen those, then they finally rez into the object.
[2015/01/06 12:08]  Nebadon Izumi:
[2015/01/06 12:09]  Nebadon Izumi: my mesh trees get it a lot
[2015/01/06 12:09]  Nebadon Izumi: because i have those all over the place too
[2015/01/06 12:09]  Justin Clark-Casey: so this happens when assets are in both places already?
[2015/01/06 12:09]  Nebadon Izumi: seems so
[2015/01/06 12:10]  Nebadon Izumi: when i notice it most
[2015/01/06 12:10]  Nebadon Izumi: i will be in a region on say Avacon grid
[2015/01/06 12:10]  Nebadon Izumi: i make an oar of it
[2015/01/06 12:10]  Nebadon Izumi: load it into the other grid
[2015/01/06 12:10]  Nebadon Izumi: then teleport over and boom, cache corrupted
[2015/01/06 12:10]  Nebadon Izumi: but i clear cache and start over its fine
[2015/01/06 12:11]  Nebadon Izumi: but ive seen it happen later too
[2015/01/06 12:11]  BlueWall.Slade how soon after loading the oar?
[2015/01/06 12:11]  Nebadon Izumi: like weeks after the oars are loaded too
[2015/01/06 12:11]  BlueWall.Slade ok
[2015/01/06 12:11]  Alicia.Raven viewers save the cache for different grids to the same place, could that cause problems there?
[2015/01/06 12:11]  Nebadon Izumi: but it doesnt always happen
[2015/01/06 12:11]  Nebadon Izumi: so i cant say its 100% going to fail always for you in testing
[2015/01/06 12:11]  Justin Clark-Casey: honestly, this sounds like a viewer issue
[2015/01/06 12:11]  Nebadon Izumi: ya maybe
[2015/01/06 12:11]  Justin Clark-Casey: if assets are in both places already
[2015/01/06 12:12]  Alicia.Raven i notice that some times textures show up in my grid that i know are not loaded, the model is but the textures are not and the only place the model and textures are loaded to the grid is SL so i know the viewer is sharing the cache
[2015/01/06 12:12]  Nebadon Izumi: oh ya
[2015/01/06 12:12]  Justin Clark-Casey: that seems a bit unlikely since the asset ids will be different
[2015/01/06 12:12]  Nebadon Izumi: it deifnitely shares cache
[2015/01/06 12:13]  Nebadon Izumi: default assets may have same uuids
[2015/01/06 12:13]  Justin Clark-Casey: I'm assuming we are not talking default assets
[2015/01/06 12:13]  Alicia.Raven are the asset ids always different? if thats true how come the viewer uses the cached texture from another grid on mine?
[2015/01/06 12:14]  Nebadon Izumi: I think it depends on how assets are transfered
[2015/01/06 12:14]  Alicia.Raven havnt tested with oars but xml uploads do that
[2015/01/06 12:14]  Justin Clark-Casey: alicia: they won't be different if stuff is transferred via OARs. But that's not possible out of SL, of course
[2015/01/06 12:14]  Justin Clark-Casey: alicia: unless there was some copybot that got them directly and then constructed an OAR with those same asset UUIDs, which isn't impossible I suppose
[2015/01/06 12:14]  Nebadon Izumi: i wonder how second inventory handles it
[2015/01/06 12:15]  Aine.Caoimhe there's a ton of hacked content coming in from SL (or valid content being brought in by their original creators via XML
[2015/01/06 12:15]  Justin Clark-Casey: I believe SI works through the client interaces, where you couldn't force a given UUID
[2015/01/06 12:15]  Nebadon Izumi: if i recall
[2015/01/06 12:15]  Alicia.Raven not oars here. upload an xml saved from SL with NO textures uploaded, the texture will still show from the cache untill u clear it, then it appears white
[2015/01/06 12:15]  Nebadon Izumi: second inventory will allow you to change a uuid
[2015/01/06 12:15]  Nebadon Izumi: but i cant remember now
[2015/01/06 12:15]  Nebadon Izumi: been a long time since i used it
[2015/01/06 12:15]  Justin Clark-Casey: alicia: yes, because it's saved from sl but not inserted into opensim
[2015/01/06 12:15]  Nebadon Izumi: i dont even have it installed anymore
[2015/01/06 12:15]  Nebadon Izumi: computer that had it is dead now
[2015/01/06 12:16]  Justin Clark-Casey: nebadon: there's no way to specify a UUID on upload, afair
[2015/01/06 12:16]  Nebadon Izumi: i remember it had options
[2015/01/06 12:16]  Simulator Version v0.5: System.Reflection.TargetInvocationException: Exception has been thrown by the target of an invocation. ---> OpenSim.Region.ScriptEngine.Shared.ScriptException: OSSL Runtime Error: osGetSimulatorVersion permission denied.  Allowed threat level is VeryLow but function threat level is High.
[2015/01/06 12:16]  Nebadon Izumi: to swap uuids
[2015/01/06 12:16]  Richardus.Raymaker You can still download it from the website nebadon. i think
[2015/01/06 12:16]  Richardus.Raymaker tif you know the login
[2015/01/06 12:16]  Nebadon Izumi: it was deep in the advances menus though
[2015/01/06 12:16]  Nebadon Izumi: it wasnt super obvious
[2015/01/06 12:16]  Andrew.Hellershanks I have SI but it is on my main machine that is currently dead.
[2015/01/06 12:17]  Nebadon Izumi: it allowed you to change uuids on objects that couldnt be retrieved
[2015/01/06 12:17]  Nebadon Izumi: to say a texture that did get retrieved
[2015/01/06 12:17]  Justin Clark-Casey: that's different from upload assets with given uuids
[2015/01/06 12:17]  Nebadon Izumi: k
[2015/01/06 12:17]  Richardus.Raymaker i think SI is poretty obsolete. dont think it works good in SL to this days. cannot remember when i have used it
[2015/01/06 12:17]  Nebadon Izumi: ya its nearly impossible to export anything from SL
[2015/01/06 12:17]  Justin Clark-Casey: anyway, I need to go and do various stuff
[2015/01/06 12:17]  Justin Clark-Casey: bye for now, folks
[2015/01/06 12:17]  Nebadon Izumi: unless you created 100% of everything yourself
[2015/01/06 12:17]  Andrew.Hellershanks I haven't used SI in a couple of years but it would be useful to copy files between OS grids.
[2015/01/06 12:17]  Richardus.Raymaker bye justin.
[2015/01/06 12:17]  Andrew.Hellershanks Bye, Justin.
[2015/01/06 12:18]  Alicia.Raven c ya justin
[2015/01/06 12:18]  Andrew.Hellershanks I'm also going to head out.
[2015/01/06 12:18]  BlueWall.Slade By, thanks for the asset info
[2015/01/06 12:18]  Aine.Caoimhe bye Justin
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