Yes, this was a problem with master that probably got introduced on Nov 23 2012 which appears to affect Windows but not Mono. I have reverted this in commit ae67435 today, which should make this issue go away. I would be very interested in confirmation that you are running Windows (or notice that you're actually on Mono), preferably as a note on [1].

The EOC messages are often associated, I think, with parsing of uploaded avatar textures. I'm not sure if they are specific to certain viewers, certain appearances, certain configurations (e.g. 64 bit windows, vs 32-bit windows and Mono) or are simply random.

[1] http://opensimulator.org/mantis/view.php?id=6468

On 18/12/12 13:30, Emperor Starfinder wrote:
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 <[email protected]>
To: [email protected]
Subject: Re: [Opensim-users] Couple questions about master (Unhandled
        Packet AgentUpdate, and HTTP Inventory)
Message-ID: <[email protected]>
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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OSVW Consulting
http://justincc.org
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