Wow. Problem solved. I was using MONO_THREADS_PER_CPU=2048, but somehow the cache needed to be rebuilt. Everything works great now. Thank you so much for helping me. Paola
On Tue, Jun 2, 2015 at 12:56 PM, Dahlia Trimble <[email protected]> wrote: > When a sim starts up, it tries to fetch all the mesh assets so it can > construct colliders for any that need them. Usually many of these assets are > in the region asset cache and the sim can pull them from there rather > quickly. If they don't exist in the cache for whatever reason (new region, > cache expiration, etc.), they must be fetched from the asset server. If the > asset server is slowed by many requests or the sim tries to make too many > requests at once, some will time out and the asset will not be available and > the sim will not make a collider for them. The result is a phantom object. > Two things can help: if you are using mono make sure you set the > MONO_THREADS_PER_CPU environment variable to a reasonably high number which > will increase the number of concurrent requests; I use the following to > invoke OpenSIm: > > env MONO_THREADS_PER_CPU=2048; mono --server OpenSim.exe > > and the following to invoke Robust: > > env MONO_THREADS_PER_CPU=2048; mono --server Robust.exe > > Also you can populate your region cache with the following OpenSim console > command: > > fcache assets > > Restart your region after doing this and hopefully it will help with your > problem. > > You may also consider setting your flotsam cache expiration to never expire, > especially if the region doesn't get much traffic and is seldom restarted. > > On Tue, Jun 2, 2015 at 11:03 AM, Paola Cerioli <[email protected]> wrote: >> >> Hello! >> >> I upgraded OpenSim from 0.7.6 to 0.8.1 running on Ubuntu 14.04/Mono >> 3.10. I kept ODE physics for the time being, but with BulletSIM the >> issues are similar. >> I created a staging environment and copied the MySQL database from >> production to staging. >> When I start the regions, mostly all mesh objects are rezzed with >> wrong phantom settings. >> They are phantom when they are not supposed to be phantom. >> If I manually set phantom on/off with the viewer for each item, that >> will fix it, but it is a lot of work. >> I tried the 'fix-phantoms' from the opensim console, but it doesn't >> work from me. >> I looked at the code for the fix-phantoms, and this is what it does >> for each scene: >> >> s.ForEachSOG(so => so.AbsolutePosition = so.AbsolutePosition); >> >> Is this supposed to work in my use case as well? >> Any suggestion on how to fix phantoms overall? >> >> Thank you in advance. >> Paola >> _______________________________________________ >> Opensim-dev mailing list >> [email protected] >> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > > > > _______________________________________________ > Opensim-dev mailing list > [email protected] > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev > -- ~~~~~~~~~~~~~~~~~~~~~~ Paola Cerioli [email protected] http://www.eDreamFactory.com _______________________________________________ Opensim-dev mailing list [email protected] http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-dev
