Re: [Opensim-dev] Diva Groups and Offline IM

2013-02-16 Thread John Sheridan
Really cool, thank you Diva! :)  I wonder, per chance could this commit 
be ported over to 0.7.5-postfixes?

On 02/16/2013 03:18 PM, André Verwijs wrote:

NICE..!!  thanks :)

On Sat, Feb 16, 2013 at 9:07 PM, Diva Canto d...@metaverseink.com 
mailto:d...@metaverseink.com wrote:


Heads up: after discussion within core devs, the Groups and
Offline IM addons I did for D2 are going to be donated to core
opensim. This means that core opensim will have support for these
out of the box without having to install any further components
(i.e. apache). They work both for standalones and grids. Diva
Groups has the optional HG service for supporting groups with
foreign users. It also implements notices with attachments,
something that is missing from Flotsam groups. It does not
implement the voting and accounting features of the viewer
(patches welcome).

For those using Flotsam or Simian Groups, they're all mutually
exclusive -- the config decides which one to use.

The code will be added within the next week. If there are any
issues or questions, let us know.

Cheers
Diva
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Re: [Opensim-dev] Diva Groups and Offline IM

2013-02-16 Thread John Sheridan
I don't have much of a user base as of yet, but I'll be glad to do 
whatever I can to help test.


On 02/16/2013 06:12 PM, Diva Canto wrote:

Potentially yes. But it's probably worth a new version number.
Diva Groups works well within the limited testing I had time to do by 
myself; it needs a lot more testing, especially the grid configuration.


On 2/16/2013 12:29 PM, John Sheridan wrote:
Really cool, thank you Diva! :)  I wonder, per chance could this 
commit be ported over to 0.7.5-postfixes?

On 02/16/2013 03:18 PM, André Verwijs wrote:

NICE..!!  thanks :)

On Sat, Feb 16, 2013 at 9:07 PM, Diva Canto d...@metaverseink.com 
mailto:d...@metaverseink.com wrote:


Heads up: after discussion within core devs, the Groups and
Offline IM addons I did for D2 are going to be donated to core
opensim. This means that core opensim will have support for
these out of the box without having to install any further
components (i.e. apache). They work both for standalones and
grids. Diva Groups has the optional HG service for supporting
groups with foreign users. It also implements notices with
attachments, something that is missing from Flotsam groups. It
does not implement the voting and accounting features of the
viewer (patches welcome).

For those using Flotsam or Simian Groups, they're all mutually
exclusive -- the config decides which one to use.

The code will be added within the next week. If there are any
issues or questions, let us know.

Cheers
Diva
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Re: [Opensim-dev] Diva Groups and Offline IM

2013-02-16 Thread John Sheridan
I'm just theorizing here, but I would think that common components 
required for interoperability between grids would need to go into the 
core.  Just recently I finished writing my own offline IM handler in c# 
only to realize it didn't save messages that came in from over the 
hypergrid.  I've yet to dig in to see why, but after pouring over 
different examples on how to get profiles working I'm quickly realizing 
that there is a need for a common way for all of these services to 
communicate.


Its one thing to have your own proprietary communications formats if 
you're running a closed grid, but in the case where your components need 
to talk to other people's  - that seems to be a different story.  For 
example, with my profiles module I wanted to create a set of data 
objects (psProfile, psProfilePick, psProfileClassifieds, etc.), 
serialize them on the sim end, then ship them off to the profiles server 
and vice versa.  After seeing how other projects out there communicate 
with their server counterparts, it became blatantly apparent that my way 
would work just fine if it were used on a closed grid but not in a 
Hypergridded environment where it would need to talk to countless other 
profile servers that all likely communicate in different ways.  I'm 
pretty sure the same would hold true for offline messaging, groups, and 
so on.



On 02/16/2013 07:32 PM, R.Gunther wrote:

Opensim core ?
I hope it's going to be a module, and not in the core of opensim. I 
have the idea there's already to much in core and not enough in modules.


On 2013-02-16 21:07, Diva Canto wrote:
Heads up: after discussion within core devs, the Groups and Offline 
IM addons I did for D2 are going to be donated to core opensim. This 
means that core opensim will have support for these out of the box 
without having to install any further components (i.e. apache). They 
work both for standalones and grids. Diva Groups has the optional HG 
service for supporting groups with foreign users. It also implements 
notices with attachments, something that is missing from Flotsam 
groups. It does not implement the voting and accounting features of 
the viewer (patches welcome).


For those using Flotsam or Simian Groups, they're all mutually 
exclusive -- the config decides which one to use.


The code will be added within the next week. If there are any issues 
or questions, let us know.


Cheers
Diva
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Re: [Opensim-dev] Setting a single child prim to Phantom

2013-02-03 Thread John Sheridan
I'm not sure if this works on OS yet as I've not tried it and I'm about 
to go to bed.  But...  If you're on viewer2+ try setting the physics 
type from prim to none in the build window.  On SL that would set 
that part to no physics - or the equivalent of phantom.



On 02/03/2013 02:16 AM, Oren Hurvitz wrote:

I have recently become aware that there's an entire cottage industry of
scripts whose purpose is to make a single prim in a linkset phantom. These
scripts are needed because:
a) Usually the phantom flag is set for an entire linkset, so it's necessary
to use a script to change the flag for a single prim
b) The LSL functions that change the Phantom flag (llSetStatus() and
llSetPrimitiveParams()) change it for the entire linkset at once, so they
can't be used to change a single prim.

These scripts use a very complicated workaround that involve changing the
prim's shape in several steps, which is brittle and dangerous. You can see
the scripts here: http://wiki.secondlife.com/wiki/Phantom_Child

In Second Life there is now a simpler and safer way to make a single prim
stop colliding:

   llSetLinkPrimitiveParamsFast(LINK_THIS, [PRIM_PHYSICS_SHAPE_TYPE,
PRIM_PHYSICS_SHAPE_NONE]);

However, this isn't implemented in OpenSim. And I don't know if it's exactly
equivalent to making the prim phantom.

I propose extending llSetStatus() to allow setting the phantom flag for a
single prim. This involves adding the flag OS_STATUS_PHANTOM_PRIM. It works
just like the existing flag STATUS_PHANTOM, but it operates on the prim that
contains the script instead of the entire linkset. This behavior mirrors the
way llSetStatus() works with the STATUS_BLOCK_GRAB flag: it also comes in
two flavors, STATUS_BLOCK_GRAB (for a prim) and STATUS_BLOCK_GRAB_OBJECT
(for the linkset).

Any thoughts? Does anyone know of a different way to safely change the
phantom flag for a single prim in a linkset?

Oren



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Re: [Opensim-dev] www.opensim.net

2010-05-03 Thread John Sheridan

Going by:

*121*days until
*OpenSim.net Grid Launch Party
*

at the upper left of the page I'd guess this the homepage (or future 
homepage) of someone's new grid.  I think someone may need to read the 
OpenSim license - maybe the part where it states:


 * * Neither the name of the OpenSimulator Project nor the
 *   names of its contributors may be used to endorse or promote 
products
 *   derived from this software without specific prior written 
permission.



 - Orion Pseudo

**

On 05/03/2010 10:59 AM, Fish Kungfu wrote:


All the entries in the News and Journals section are posted by 
someone named, Ismail Malik.


On May 3, 2010 9:49 AM, Tedd Hansen t...@konge.net 
mailto:t...@konge.net wrote:


Hi

Anyone know what www.opensim.net http://www.opensim.net is all about?

The short story; It looks to me like someone (anonymous owner of 
opensim.net http://opensim.net) has hijacked a name (opensim) he or 
she may or may not have legal rights to with the (criminal) intent of 
abusing a (free) product name for his or her own benefit.


(Yeah, darn those feminists, can’t “he” just cover both sexes?)

I really hope this doesn’t mean that core developers have to spend 
time on legal issues because some 14 year old wants to run his/her 
own site. This is valuable time for professional developers that can 
be spent on making OpenSim better instead of bitching to lawyers.


[09:57:25] Tedd1 
http://www.opensim.net/videos/opensim-tutorial-6-basic-avatar


[09:57:28] Tedd1 whats this? :)

[09:58:05] Tedd1 or rather this; http://www.opensim.net/

[10:00:26] sachaMagne_ no idea

[10:00:52] Tedd1 it seems to be ripping data directly from other sites

[10:00:59] phrearch hey

[10:01:00] Tedd1 and pretending to be opensim

[10:01:25] Tedd1 view source - Public Grid List Sorted a 
href=http://opensimulator.org/wiki/Grid_List/Sorted/Alphabetically;


[10:02:25] sachaMagne_ the opensimulator list is wrong anywat

[10:02:46] sachaMagne_ if you select different sorts, you will find 
different result for the same grid


[10:03:15] Tedd1 page contains RSS feeds, steals lists from 
opensimulator.org http://opensimulator.org, copy pastes info and 
mixes it with lies and half baked truth without ever mentioning that 
it is *NOT* opensim


[10:03:28] Tedd1 *RSS feeds from other pages (of course)

[10:03:36] Tedd1 so no actual contribution, a lot of stealing :)

[10:04:09] sachaMagne_ not a breaking news for RSS aggregator ... :/

[10:07:22] Tedd1 someone should probably contact the domain owner

[10:07:41] Tedd1 would be really pittyful if core members had to 
spend time on legal issues to get some 14 year old to play nice


[10:07:46] sachaMagne_ i made a whois and the real owner is hidden

[10:08:07] Tedd1 time that could be spent on features, bugfixes, etc

[10:08:51] sachaMagne_ no legal information on the site itself

Br,

 Tedd


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Re: [Opensim-dev] Mono minimum version bump

2009-09-28 Thread John Sheridan

Justin,

 I believe this may be one of the issues at hand:  
http://opensimulator.org/mantis/view.php?id=4087 .  With mono 2.0.1 I 
had been receiving this same IL code error whenever an inventory item 
was moved between folders.  After updating to mono 2.4.2 the issue 
resolved itself.


Melanie wrote:
The bug causes the Invalid IL code, the compiler generates an IL 
sequence the JITer can't emit as machine code.


Melanie

Justin Clark-Casey wrote:
  

Melanie wrote:


Hello,

after discovering a bug in the 2.0.1 version of mono, which causes 
frequent crashing of regions, we have taken the step to bump the 
minimum required mono version to 2.4.2+.


This has become necessary because the bug is rather difficult to 
isolate and therefore impossible to work around reliably.
  

Please could you explain what this bug is?  Thanks.



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Re: [Opensim-dev] Deprecate OpenSim.Grid.InventoryServer and OpenSim.Grid.AssetServer?

2009-07-09 Thread John Sheridan
Not to butt in but, I kind of like the name B.U.S.T.  It has sort of a 
maternal ring to it which is suiting to a core set of servers.  But then 
again, I'm also the guy that came up with such weird acronyms as QUADRES 
for Quick Usable and Dirty Report Execution System.  :P

Thanks, :)

 - John

Toni Alatalo wrote:
 On Jul 8, 2009, at 7:51 PM, Sean Hennessee wrote:

   
 MW wrote:
 
 I also would rather a different name than BUST, and also before any
   
 How about BOSS? Basic Open Simulator Servers?
 

 nice acronym - perhaps too JBoss-y a name though, and it being also a 
 server framework (the open source j2ee thing) is a little bit close.

 i don't mind BUST, but it's not a huge matter i think anyways.

   
 ~Sean
 

 ~Toni

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Re: [Opensim-dev] [Opensim-commits] r9924 - in trunk: OpenSim/Region/ClientStack/LindenUDP bin

2009-06-30 Thread John Sheridan
I'm sitting here clearing up a few scrap prims to make one of my builds 
a bit more efficient (changing from 15 prim factory windows to 5 for 
example) when it occurred to me.  I've noticed that while opensim is 
chugging along, updating the sim database and sending stuff back to my 
inventory, movement in-world starts to lag and studder a bit.  Once its 
done things understandably go back to normal.  I wonder a change similar 
to Dr. Scofield's texture handler only for the database / prim storage 
routines could make even further of a difference?  I'd imagine if so, 
the initial rez-in for example when an avi is wearing 300 some-odd prims 
in attachments would have less of an impact.  Just a thought...  :)

Thanks,

 - John / Orion Pseudo


drscofi...@opensimulator.org wrote:
 Author: drscofield
 Date: 2009-06-25 00:42:06 -0700 (Thu, 25 Jun 2009)
 New Revision: 9924

 Modified:
trunk/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
trunk/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
trunk/OpenSim/Region/ClientStack/LindenUDP/LLImageManager.cs
trunk/bin/OpenSim.ini.example
 Log:
 From: Alan Webb alan_w...@us.ibm.com

   This change moves texture send processing out of the main
   packet processing loop and moves it to a timer based
   processing cycle.

   Texture packets are sent to the client consistently over
   time. The timer is discontinued whenever there are no
   textures to transmit.

   The behavior of the texture sending mechanism is controlled
   by three variables in the LLCLient section of the config
   file:

[1] TextureRequestRate (mS) determines how many times per second
texture send processing will occur. The default is 100mS.
[2] TextureSendLimit determines how many different textures
will be considered on each cycle. Textures are selected
by priority. The old mechanism specified a value of 10 for
this parameter and this is the default
[3] TextureDataLimit determines how many packets will be sent for
each of the selected textures. The old mechanism specified a
value of 5, so this is the default.

   So the net effect is that TextureSendLimit*TextureDataLimit
   packets will be sent every TextureRequestRate mS.

   Once we have gotten a reasonable feeling for how these parameters
   affect overall processing, it would be nice to autonmically manage
   these values using information about the current status of the
   region and network.

   Note that this also resolves the pathologcal problem that
   previously existed which was that a seated avatar generated very
   few in-bound packets (theoretically) and would therefore be the
   least able to retrieve the images being displayed by a
   projector script.

 Modified: trunk/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs
 ===
 --- trunk/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs2009-06-25 
 07:39:48 UTC (rev 9923)
 +++ trunk/OpenSim/Region/ClientStack/LindenUDP/J2KImage.cs2009-06-25 
 07:42:06 UTC (rev 9924)
 @@ -260,7 +260,7 @@
  return false;
  }
  }
 -public bool SendPackets(LLClientView client)
 +public bool SendPackets(LLClientView client, int maxpack)
  {
  
  if (!m_completedSendAtCurrentDiscardLevel)
 @@ -284,7 +284,7 @@
  }
  
  int count = 0;
 -while (SendMore  count  5  m_packetNumber = 
 m_stopPacket)
 +while (SendMore  count  maxpack  m_packetNumber = 
 m_stopPacket)
  {
  count++;
  SendMore = SendPacket(client);
 @@ -391,6 +391,10 @@
  }
  }
  }
 +else
 +{
 +m_packetNumber = m_stopPacket;
 +}
  }
  }
  }

 Modified: trunk/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
 ===
 --- trunk/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
 2009-06-25 07:39:48 UTC (rev 9923)
 +++ trunk/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
 2009-06-25 07:42:06 UTC (rev 9924)
 @@ -80,6 +80,8 @@
  private ListObjectUpdatePacket.ObjectDataBlock m_primFullUpdates =
  new ListObjectUpdatePacket.ObjectDataBlock();
  
 +private Timer m_textureRequestTimer;
 +
  private bool m_clientBlocked;
  
  private int m_probesWithNoIngressPackets;
 @@ -140,6 +142,10 @@
  protected int m_primTerseUpdateRate = 10;
  protected int m_primFullUpdateRate = 14;
  
 +protected int m_textureRequestRate  = 100;
 +protected int m_textureSendLimit   = 10;
 +protected int m_textureDataLimit   = 5;
 +
  protected int 

Re: [Opensim-dev] OpenSim's Acronyms

2009-06-26 Thread John Sheridan
Dilatn = dilation
SimFPS = simulator frames per second
PhysFPS = physics frames per second
AgntUp = agent uptime
RootAg = root agent
ChldAg = child agent

The following are beyond me.  :)

PrimsATv
PrmAtvScr
ScrLPS1
FrmMSA

André Filipe wrote:


 Dears,

 I'm a newbie in OpenSim and I'd like to know what the following 
 acronyms (in bold) stands for, anybody can help me?

 Dilatn
 SimFPS
 PhysFPS
 AgntUp
 RootAg
 ChldAg
 PrimsATv
 PrmAtvScr
 ScrLPS1
 FrmMSA


 Regards,




 

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Re: [Opensim-dev] [Opensim-users] Difficulty build SVN 9480

2009-05-20 Thread John Sheridan
Actually, I'm getting this same problem with the 0.6.5-rc1 checkout with 
Mono 1.9.1 and 2.0.  Yet I've seen other using this release.  Is there 
some trick to getting this one to build other then the normal 
instructions from the wiki?

Thanks, :)

 - John
Brent Seidel wrote:
 I am able to build SVN 9479, but when I try to build SVN 9480, I get  
 the following results from nant:
 --
 NAnt 0.86 (Build 0.86.2898.0; beta1; 12/8/2007)
 Copyright (C) 2001-2007 Gerry Shaw
 http://nant.sourceforge.net

 Buildfile: file:///home/OpenSim/svn/opensim-0.6.4.9561/OpenSim.build
 Target framework: Mono 2.0 Profile
 Target(s) specified: build

   [echo] Using 'mono-2.0' Framework

 init:


 Debug:

   [echo] Platform unix

 build:

   [nant] /home/OpenSim/svn/opensim-0.6.4.9561/OpenSim/Framework/ 
 Servers/HttpServer/OpenSim.Framework.Servers.HttpServer.dll.build build
  Buildfile: file:///home/OpenSim/svn/opensim-0.6.4.9561/ 
 OpenSim/Framework/Servers/HttpServer/ 
 OpenSim.Framework.Servers.HttpServer.dll.build
  Target framework: Mono 2.0 Profile
  Target(s) specified: build


  build:

   [echo] Build Directory is /home/OpenSim/svn/ 
 opensim-0.6.4.9561/OpenSim/Framework/Servers/HttpServer/bin/Debug
[csc] Compiling 24 files to '/home/OpenSim/svn/ 
 opensim-0.6.4.9561/OpenSim/Framework/Servers/HttpServer/bin/Debug/ 
 OpenSim.Framework.Servers.HttpServer.dll'.
[csc] /home/OpenSim/svn/opensim-0.6.4.9561/OpenSim/ 
 Framework/Servers/HttpServer/AsynchronousRestObjectRequester.cs 
 (95,41): error CS0246: The type or namespace name `TResponse' could  
 not be found. Are you missing a using directive or an assembly  
 reference?
[csc] /home/OpenSim/svn/opensim-0.6.4.9561/OpenSim/ 
 Framework/Servers/HttpServer/AsynchronousRestObjectRequester.cs 
 (115,21): error CS0029: Cannot implicitly convert type `TResponse' to  
 `TResponse'
[csc] /home/OpenSim/svn/opensim-0.6.4.9561/OpenSim/ 
 Framework/Servers/HttpServer/AsynchronousRestObjectRequester.cs 
 (115,21): The generic parameter `TResponse' of  
 `OpenSim.Framework.Servers.HttpServer.AsynchronousRestObjectRequester. 
 c__CompilerGenerated0TRequest,TResponse' cannot be converted to the  
 generic parameter `TResponse' of  
 `OpenSim.Framework.Servers.HttpServer.AsynchronousRestObjectRequester.Ma 
 keRequestTRequest,TResponse(string, string, TRequest,  
 System.ActionTResponse)' (in the previous error)
[csc] Compilation failed: 2 error(s), 0 warnings

  BUILD FAILED - 0 non-fatal error(s), 3 warning(s)

  /home/OpenSim/svn/opensim-0.6.4.9561/OpenSim/Framework/ 
 Servers/HttpServer/OpenSim.Framework.Servers.HttpServer.dll.build(14,6):
  External Program Failed: /usr/lib/mono/2.0/gmcs.exe  
 (return code was 1)

  Total time: 0.8 seconds.


 BUILD FAILED

 Nested build failed.  Refer to build log for exact reason.

 Total time: 0.8 seconds.
 --
 I used the same process for each version - checkout into a new  
 director, runprebuild, and nant.

 I'm using mono 2.4 on CentOS 5.2.

 If anyone can give me some pointers, I'd appreciate it.

 thanks,
 brent

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Re: [Opensim-dev] Migration SQL invalid causing server to fail to start

2009-04-09 Thread John Sheridan
Teravus,
  It looks to me like that patch would fix it.  Going by the last 
parameter missing in each line, I can only guess it was a copy/paste 
error by whoever wrote that section.  To be safe perhaps someone who is 
running sqlite could make a test copy of their opensim folder and test 
it first?

Thanks, ;)
 - John / Orion


Teravus Ovares wrote:
 Hey

 A database guy needs to look at a migration that someone added in
 SQLite that causes the server to fail during a migration with the
 following message:

 21:46:38 - [SQLAssetServer]: AssetStorage: Attempting to load
 OpenSim.Data.SQLite.dll
 21:46:38 - [MIGRATIONS]: Upgrading AssetStore to latest revision.
 21:46:38 - [MIGRATIONS]: NOTE: this may take a while, don't interupt this 
 proces
 s!
 21:46:38 - [OPENSIMBASE]: Asset server SQL not loaded (wrong number of
 arguments to function substr())
 21:46:38 - [APPLICATION]: Null Reference Exception

 Supposedly TommReady has posted a patch:
 http://opensimulator.org/mantis/view.php?id=3439

 However, since I'm not a database guy.. I'm simply raising
 awareness to someone who is a database guy.

 Best Regards

 Teravus
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Re: [Opensim-dev] RFC: Ways of creating profiles for creators who will never log in

2009-03-26 Thread John Sheridan
I agree Brianna.  In the meantime though, I wonder if it would be 
possible to section waterways off as different plots with build / script 
enabled along with an autoreturn?  Although I'm not quite sure if 
autoreturn works yet, as in our sandbox we've already had large heaps of 
space junk lay there for days on end without poofing after 12 hours as 
per the parcel settings.  :)

Thanks, :)
 - Orion

Brianna wrote:
 In the process of making this short HyperGrid YouTube...
 http://www.youtube.com/watch?v=Lz-x7jn2hwsfeature=channel_page
 I notice more HG nodes understandability shutting the doors to scripted 
 objects for security reasons. It would be great to have a 'passport' scheme 
 that would allow travel with boats and ballooning in the future days from 
 known Grid citizens.


 - Original Message - 
 From: Diva Canto d...@metaverseink.com
 To: opensim-dev@lists.berlios.de
 Sent: Thursday, March 26, 2009 3:09 PM
 Subject: Re: [Opensim-dev] RFC: Ways of creating profiles for creators who 
 will never log in


   
 Whatever you decided to do (option 3 seems the cleanest), this will
 probably also be used in the Hypergrid, to keep track of foreign users.
 I need that! :-)

 Justin Clark-Casey wrote:
 
 Hello,

 For Inventory Archives I plan to preserve item creator information.  When 
 the archive is loaded I would like to recreate
 these profiles where possible/necessary (grid operators can choose not to 
 allow this and that will be the default, I
 expect).

 However, unless an item creator has an account on the OpenSim to which 
 the archive is loaded, they shouldn't be able to
 login to that instance.

 So far I've thought of 3 ways to create a profile without automatically 
 allowing login.


 (1)  Create a normal user account but set the password to something 
 random.

 PROS
 * Doesn't require any changes to what we have today

 CONS
 * Creates user accounts which are never intended to be used for login
 * No way to distinguish archive created accounts from legitimate accounts
 ~

 (2)  Add a 'ProfileOnly' flag to the Users table

 PROS
 * Minimal changes to what we have today
 * Makes it clear that an entries has been created for its profile only, 
 which can be used as a flag to disallow logins

 CONS
 * Creates user accounts where many details will be irrelevant unless item 
 creators then get accounts on the instance.
 * Complicates administration tasks (e.g. create user).
 ~

 (3)  Separate the current 'users' table into 'userprofiles' and 'users' 
 tables.

 'userprofiles' will largely contain all the metadata about a user that 
 you can see in the profile on the Linden Labs
 Second Life client today (name, about, interests, 1st life, etc.).

 'users' will contain the data associated with a particular account 
 (passwordHash, passwordSalt, homeRegion,
 homeLocationX, etc.)

 PROS
 * Makes it possible to create user profiles without creating user 
 accounts.
 * Makes it possible to have somewhat separate profile and authentication 
 plugins allow mix  match.  However, the reuse
 of avatar name as the login identifier makes things a bit awkward.
 * Simplifies database understandability - the only people in the 'users' 
 table are those with actual accounts, though on
 the other hand this does create 2 tables instead of 1.

 CONS
 * Short term adjustment pain for systems accessing OpenSim's databases 
 directly
 * Complicates administration tasks (e.g. create user).
 

 I suspect that archiving isn't the only potential use for this 
 functionality.  For instance, the Hypergrid may also find
 it useful to preserve user information when a user rezzes an object on a 
 foreign system.

 Of the above approaches, I prefer (3) over (2) since it seems to me to be 
 the better long term approach even if there is
 some short term pain.  I'm don't think that (1) is a good option.

 I've reproduced most of text at 
 http://opensimulator.org/wiki/Creating_profiles_not_used_for_login for 
 reference.

 Comments?


   
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Re: [Opensim-dev] Phantom prims and memory usage?

2009-02-25 Thread John Sheridan

John,
 So far I've not noticed much of a change in cpu use, but within my 
configuration its rather difficult to judge as we currently have a mess 
of scripts that it seems I'm forever having to clean up.  So far it 
seems that the phantom tests have made an impact on memory usage though, 
as I stated in my last post the initial test using a clean reboot of the 
server saw a decrease of around 220 megs of ram used.  I've not had the 
chance to continue any further with this as I'm currently under the wire 
to wrap up my research paper (oddly enough on ethics within virtual 
worlds), but so far within just general use I've noticed things seem to 
run a bit smoother.  As for cpu, I'd imagine with less things for the 
avatar to collide with it would potentially be a bit less.  I should 
hopefully have some more data by the end of the week.


Thanks, :)

- John

John Hopkin wrote:

John Sheridan wrote:

  
Ok, I'm trying a little bit of an experiment here and I'm wondering if 
anyone else has tried this and had similar results?  We're running ODE 
on Linux Ubuntu using a vps setup hosted on quad core Xeons.


I'm going on the concept that if an object does not need any sort of 
physical interaction that if its made phantom the server will in effect 
use less resources.  In this case I have one server thats running six 
sims with around 30,000 prims spread between them all.  After going 
around and setting as many objects as possible to phantom (telephone 
poles, windows, tables, chairs, misc props and anything thats not needed 
to keep the avatar from falling out of the buildings) it appears as 
though that server's memory usage has gone down from about 70% (740 
megs) down to 45% (520 megs).  I would estimate that in total 
approximately 15,000 to 20,000 prims were set to phantom.



Very interesting - thanks for looking into this.

It seems that in actual builds, those we see in use in SL, for
example, most prims don't need to be non-phantom but are, and it's not
surprising to find that your exercise reduces the cost.   I've
sometimes wondered if there's a case for saying that new prims should
be phantom by default, though I'm not necessarily suggesting that as a
course of action for OpenSim.  It certainly helps avatar movement when
a cleanup like you describe is done, especially with furniture,
poseballs etc, and it's well worth the time doing that even if only
for the sake of smooth operation.

Is there any indication of a corresponding drop in CPU usage,
especially when avatars are moving around in there?
  


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Re: [Opensim-dev] Phantom prims and memory usage?

2009-02-25 Thread John Sheridan
Kyle, I agree...  If this does turn out to have an impact on making 
builds more efficient then perhaps it should go in as a default 
setting?  Although I wonder if that would be a server side function or 
if it would need to be client side.  It certainly will be interesting to 
see.


...  - And before I forget as my brains are about to turn into jelly, 
thank you Dahlia for your explanation.  That really does help to clarify 
just how all of this works.  :)


Thanks, :)
- John / Orion

Kyle wrote:

I just made most prims phantom on a new build that had been some trouble and
it seems smoother now. I will try and get more definitive data but this
seems promising and possibly should be considered to have prims phantom by
default. Though this would throw off many new builders.

-Original Message-
From: opensim-dev-boun...@lists.berlios.de
[mailto:opensim-dev-boun...@lists.berlios.de] On Behalf Of John Hopkin
Sent: Wednesday, February 25, 2009 11:43 AM
To: opensim-dev@lists.berlios.de
Cc: opensim-us...@lists.berlios.de
Subject: Re: [Opensim-dev] Phantom prims and memory usage?

John Sheridan wrote:

  
Ok, I'm trying a little bit of an experiment here and I'm wondering if 
anyone else has tried this and had similar results?  We're running ODE 
on Linux Ubuntu using a vps setup hosted on quad core Xeons.


I'm going on the concept that if an object does not need any sort of 
physical interaction that if its made phantom the server will in effect 
use less resources.  In this case I have one server thats running six 
sims with around 30,000 prims spread between them all.  After going 
around and setting as many objects as possible to phantom (telephone 
poles, windows, tables, chairs, misc props and anything thats not needed 
to keep the avatar from falling out of the buildings) it appears as 
though that server's memory usage has gone down from about 70% (740 
megs) down to 45% (520 megs).  I would estimate that in total 
approximately 15,000 to 20,000 prims were set to phantom.



Very interesting - thanks for looking into this.

It seems that in actual builds, those we see in use in SL, for
example, most prims don't need to be non-phantom but are, and it's not
surprising to find that your exercise reduces the cost.   I've
sometimes wondered if there's a case for saying that new prims should
be phantom by default, though I'm not necessarily suggesting that as a
course of action for OpenSim.  It certainly helps avatar movement when
a cleanup like you describe is done, especially with furniture,
poseballs etc, and it's well worth the time doing that even if only
for the sake of smooth operation.

Is there any indication of a corresponding drop in CPU usage,
especially when avatars are moving around in there?
  


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[Opensim-dev] Phantom prims and memory usage?

2009-02-23 Thread John Sheridan
Ok, I'm trying a little bit of an experiment here and I'm wondering if 
anyone else has tried this and had similar results?  We're running ODE 
on Linux Ubuntu using a vps setup hosted on quad core Xeons.

I'm going on the concept that if an object does not need any sort of 
physical interaction that if its made phantom the server will in effect 
use less resources.  In this case I have one server thats running six 
sims with around 30,000 prims spread between them all.  After going 
around and setting as many objects as possible to phantom (telephone 
poles, windows, tables, chairs, misc props and anything thats not needed 
to keep the avatar from falling out of the buildings) it appears as 
though that server's memory usage has gone down from about 70% (740 
megs) down to 45% (520 megs).  I would estimate that in total 
approximately 15,000 to 20,000 prims were set to phantom.

Thanks, :)

 - John / Orion Pseudo

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Re: [Opensim-dev] [Opensim-users] hypergrid teleports and non-hypergrid simulators

2009-02-01 Thread John Sheridan
Just a bit of a day dream here, but for the sake of preventing users 
from becoming stranded on foreign grids / sims I wonder if it would be a 
good idea to make non-hypergrid sims accept and hold a hypergrid user's 
profile cache.  That way as a user explores and pops around on a foreign 
grid / sim their home grid and other data would still follow them.  
Non-hypergrid sims would simply hold and pass this data on to the next 
teleport while doing nothing else with it.  For example this is sort of 
the data flow I'm thinking of:

1 - Orion logs into Pseudospace at Ellis Island then teleports over to 
the UCI Gateway on OSgrid
* - Ellis Island on Pseudospace passes his HG profile over to UCI 
Gateway via HG allowing him to return home and access inventory
2 - Orion pops over from UCI Gateway over to Wright Plaza (non-HG).
* - UCI Gateway sends Orion's normal and HG profile over to Wright 
Plaza  using normal TP - WP simply holds both profiles and does nothing 
with them - no access to home servers.
3 - Orion then pops over from WP to Bade Plaza (non-HG)
* - Wp sends Orion's HG and normal profile to Bade using normal TP, 
Bade holds onto it but does nothing with it - still no access to home 
servers.
4 - Orion realizes he left his oven on at his loft back on Ravenport 
(Pseudospace) then decides to go home.  Teleports from Bade back to UCI 
Gateway.
* - Bade sends Orion's HG and normal profile back to UCI  using 
normal TP, UCI recognizes him as an HG user and allows him inventory and 
tp home access.
5 - Orion poofs from UCI Gateway back to Ellis Island (Pseudospace's HG 
gateway)
* - UCI Gateway sends Orion's HG and normal profile back to Ellis 
using HG - Ellis picks him up as a home user then continues normal 
operation.
6 - Orion pops over to Ravenport (non-HG) from Ellis to turn his oven 
off before his loft burns down.
* - Ellis sends Orion and his profiles over using the normal 
teleport mechanism - HG profile is stored but ignored.

Thanks, :)
 - John / Orion Pseudo

Cristina Videira Lopes wrote:
 Mic Bowman wrote:
   
 we have two simulators with one region each running with hypergrid
 turned on. we want foreign users to go through one of the gateways
 to get into our grid. i know that the users can freely teleport around
 our grid once they have hypergrid teleported to a gateway region. what
 are the *expected* capabilities for that kind of users once the leave
 the hypergrid enabled region and move around the rest of our grid?

   
 
 [Sorry, moving this again to -dev, because I can't access my outgoing 
 server on the other account while I'm traveling]

 Here's what happens. Foreign users carry around information about their 
 servers (user, inventory, home region, etc) that is stored on their 
 run-time profile cached in the regions. When they go from an HG region 
 to another HG region, that information is passed on via the message 
 expect_hg_user, which only HG regions understand. When they go from an 
 HG region to a non-HG region, the receiving region doesn't understand 
 that message, so it knows nothing about those servers for the foreign 
 user. If the TP is far enough away, the profile is removed from the 
 departing HG region (as normal for all TPs), so the user's servers info 
 is permanently lost for the rest of the session. Even if the user comes 
 back to the HG region, the information has been lost.

 Without that information the foreign user cannot: access inventory 
 (except for the items that are cached in the viewer), go back home, etc...

 So jumping from an HG region to a non-HG region on the same grid is ok, 
 in the sense that it doesn't crash anything, and that the user's agent 
 is is able to interact with the world, but that user becomes impaired in 
 many ways. The user is still able to chat, build  move things (if 
 allowed), TP around, etc. It's just the interaction with his/her home 
 servers that is impaired.

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Re: [Opensim-dev] weird idea #2: inworld applications - access to client's widget set?

2009-01-27 Thread John Sheridan
While on the topic of weird ideas and in world apps...  I posted this 
idea to the Lindens about a year ago back when I was first trying to 
figure out LSL, but it likely went off to the noobie duh bin as at the 
time I pretty much asked them to include a copy of Visual Basic in world 
:P  Anywho, as it is we already have the LSL language with our own 
additions via the os functions.  What I'm thinking would likely require 
client modifications which merely makes it something to think about for 
the future, but why not cobble together something that gives lsl access 
to the client's widget set? Optimally something like a Mono Winforms 
type of addition to lsl that would let a scripter actually use a real 
gui as an interface for their scripts instead of hacking one out with 
prims or a dialog box?

Thanks, :)

John / Orion Pseudo

Dirk Krause wrote:
 Hi,

 this thing came up when I was thinking about what to do for OpenSims 2nd 
 birthday.

 I thought it would be really funny to reconstruct the Sony Home Arcades in 
 OpenSim, basically for giggles. I unfortunately don't have access to Sony 
 Home for now so I don't know exactly what effort it means to model this, 
 being not a good builder myself (for reference - http://tinyurl.com/def8fn )

 The interesting point would be the ability to play either MAME or C64 games 
 on the machines in these 'OpenSim Home (tm) Arcades'. So I looked up a C# c64 
 emulator on the web ( http://tinyurl.com/bobw9y ) but then came to think 
 where such an emulator would run.

 (the following holds probably true for all kinds of applications running in 
 the OpenSim context, namely:
 - graphic-heavy c# or c++ applications
 - flash/silverlight/moonlight applications
 - 'co-browsing', works in Rex with this nice trick: 
 http://therexfiles.cybertechnews.org/?p=183 )

 So, to stick with the arcade example, the good question is - where does the 
 process run?
 I think there are these possibilities in general
 1) SERVER - the application totally runs on the server side. One av takes 
 over the game machine and his key strokes are transmitted to the server (via 
 HUD?) and the emulator creates the graphic output. This would be a series of 
 textures (not really good) or a video stream of sorts.
 2) CLIENT - the applications totally runs on the client. This is possibly the 
 easiest way to implement it (and out of scope for opensim-dev) since it needs 
 hacking the client. But just for the record: as soon as the client detects 
 arcade.jp2 as the texture, it fires up ye old space invaders and 
 renders2texture the graphic output to the client.  Other people would see 
 either
 a) nothing but the standard texture as long as they are not playing it or
 b) a screenshot every 5 secs or so,  since the client sends every 5 secs or 
 so a screenshot to the server, updating the view for the cheering bystanders
 c) the real game, since their clients also fire up the emulator, receive the 
 key strokes from the current player (while they are near him) which must be 
 sent from the server of course. 
 3) BOTH- the application runs on both server and client with synchronicity 
 calls every N secs with some prediction by the client side when the calls 
 don't get through fast enough (basically like networked physics in 
 professional games works)

 All in all you are in synchronicity hell the more 'real' the output for 
 everyone gets because there can be no real simultaneousness.

 So sorted by applications:
 - Physics:
 either only server sided (like it is now) which is sufficient for most use 
 cases, or both when the physics is fast and heavy like in games.
 - Video:
 Number 2c is used to play video in SL right now - one av activates the script 
 that start the media playing on all clients in the vicinity. if they didn't 
 activate media support then they see nothing. If they did the video starts on 
 all clients, probably 1 to N secs off each, depending on their network, also 
 slowly drifting into asynchronicity the longer the video runs. If it should 
 be more synchronous then a streaming server is mandatory.

 - Turn based games
 could be implemented completely on server side. So a simple text adventure 
 (Zork, anyone) or even a MUD could be implemented even on a different server 
 with a gateway of sort. Come to think of it this could even be a tty terminal.
   Same goes for 
 - co-browsing web pages, powerpoint projectors
 Could be either server sided (like it is now via the php render trick) or 
 client sided (via the Rex trick)

 So the interesting part stays where to implement, say, a moonlight 
 application? Let's say people want to create micro/casual games or small 
 apps,then it would be interesting to see whether there would be an 
 infrastructure to hook these things into?

 I would even go so far that there could be a mechanism that handles LL or OS 
 scripts in a way that it either runs on the client (libomv Test.exe with some 
 script) or on the server side (the existing 

Re: [Opensim-dev] weird idea #2: inworld applications - access to client's widget set?

2009-01-27 Thread John Sheridan
Well, I'm glad someone's at least taking a swipe at the client from a 
usability standpoint although it would be nice if they like a few of the 
other client projects I've seen would consider starting with a ground up 
rebuild of the code base.  At least not only to solve the gpl vs bsd vs 
insert favorite license here problem but as well to make it so one can 
actually read and understand the code without loosing all grip on 
reality (virtual or not) then curling up into a fetal position under 
their desk while the world around them crumbles into some sort of bad 
rendering bug ala The Matrix.  And yes, for those who actually can read 
and understand the Linden's coding style I am that much of a wimp.  :)


Thanks for the info Dahlia, :)

- John / Orion Pseudo


Dahlia Trimble wrote:
That would most likely require modifications to the sl viewer. I think 
the Imprudence project is looking at providing a viewer with similar 
capabilities: http://imprudenceviewer.org/




On Tue, Jan 27, 2009 at 12:18 PM, John Sheridan j...@pseudospace.net 
mailto:j...@pseudospace.net wrote:


While on the topic of weird ideas and in world apps...  I posted this
idea to the Lindens about a year ago back when I was first trying to
figure out LSL, but it likely went off to the noobie duh bin as at the
time I pretty much asked them to include a copy of Visual Basic in
world
:P  Anywho, as it is we already have the LSL language with our own
additions via the os functions.  What I'm thinking would likely
require
client modifications which merely makes it something to think
about for
the future, but why not cobble together something that gives lsl
access
to the client's widget set? Optimally something like a Mono Winforms
type of addition to lsl that would let a scripter actually use a real
gui as an interface for their scripts instead of hacking one out with
prims or a dialog box?

Thanks, :)

John / Orion Pseudo

Dirk Krause wrote:
 Hi,

 this thing came up when I was thinking about what to do for
OpenSims 2nd birthday.

 I thought it would be really funny to reconstruct the Sony Home
Arcades in OpenSim, basically for giggles. I unfortunately don't
have access to Sony Home for now so I don't know exactly what
effort it means to model this, being not a good builder myself
(for reference - http://tinyurl.com/def8fn )

 The interesting point would be the ability to play either MAME
or C64 games on the machines in these 'OpenSim Home (tm) Arcades'.
So I looked up a C# c64 emulator on the web (
http://tinyurl.com/bobw9y ) but then came to think where such an
emulator would run.

 (the following holds probably true for all kinds of applications
running in the OpenSim context, namely:
 - graphic-heavy c# or c++ applications
 - flash/silverlight/moonlight applications
 - 'co-browsing', works in Rex with this nice trick:
http://therexfiles.cybertechnews.org/?p=183 )

 So, to stick with the arcade example, the good question is -
where does the process run?
 I think there are these possibilities in general
 1) SERVER - the application totally runs on the server side. One
av takes over the game machine and his key strokes are transmitted
to the server (via HUD?) and the emulator creates the graphic
output. This would be a series of textures (not really good) or a
video stream of sorts.
 2) CLIENT - the applications totally runs on the client. This is
possibly the easiest way to implement it (and out of scope for
opensim-dev) since it needs hacking the client. But just for the
record: as soon as the client detects arcade.jp2 as the texture,
it fires up ye old space invaders and renders2texture the graphic
output to the client.  Other people would see either
 a) nothing but the standard texture as long as they are not
playing it or
 b) a screenshot every 5 secs or so,  since the client sends
every 5 secs or so a screenshot to the server, updating the view
for the cheering bystanders
 c) the real game, since their clients also fire up the emulator,
receive the key strokes from the current player (while they are
near him) which must be sent from the server of course.
 3) BOTH- the application runs on both server and client with
synchronicity calls every N secs with some prediction by the
client side when the calls don't get through fast enough
(basically like networked physics in professional games works)

 All in all you are in synchronicity hell the more 'real' the
output for everyone gets because there can be no real
simultaneousness.

 So sorted by applications:
 - Physics:
 either only server sided (like it is now) which is sufficient
for most use cases, or both when the physics is fast and heavy
like in games.
 - Video