Re: [Opensim-users] Requested wiki access

2023-05-13 Thread Dahlia Trimble
Impressive video on that site you linked.

Is your intent to be compatible with both Second Life and Opensimulator?
How are you communicating PBR parameters with the server? I did the
original Materials implementation in OpenSimulator but left the project
several years ago and I'm not aware of the current state of that code, but
I remember the protocol at the time should have been easily extended to add
more parameters without requiring changes to the server code. I wonder if
this is still the case and/or if it might work that way in Second Life as
well? Of course if you wanted to extend it it would probably be best to do
it with LL's inputs and blessings.

If you aren't concerned with SL compatibility and are overwhelmed with the
complexity of the LL protocols, it can be easier to add new protocols to
OpenSimulator via a "region module" but then again you would probably want
to consult with Ubit first. There's probably quite a few reasons why he
might like or dislike such an approach.

I did quite a bit of work on from-scratch viewers during my time in the
project. Unfortunately I never got to the part of varregion terrains or
sizes so I can't comment about your questions in your other message.
However I did solve quite a few other problems so if you get stuck or want
to compare implementation ideas, feel free to contact me.

Nice to see the results of the work you've done so far. Best of luck with
it!

-D

On Sat, May 13, 2023 at 9:28β€―PM John Nagle  wrote:

> I have a request pending for access to the wiki.
>
> na...@animats.com, user name "animats".
>
> I'm developing a new viewer, Sharpview.
>
> http://www.animats.com/sharpview
>
> I'm into documentation, and want to improve the documentation
> as I explore dark, undocumented corners.
>
> John Nagle
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] [Opensim-dev] OSCC21 Audience Feature Suggestions

2022-02-11 Thread Dahlia Trimble
That's quite a list and it's good to see them al in one place. I noticed
several of them could be implemented (nearly?) entirely viewer side;
perhaps some users aren't aware of this. I haven't been associated with
OpenSimulator development for several years now but I did take notice of
the #1 item, PBR. When I first implemented support for materials in
OpenSimulator, they consisted mostly of normal and specular maps and
related settings. I tried to add support in such a way that it would
support additional material texture types and settings without requiring
additional development on the server, mainly in anticipation of a
viewer-side PBR implementation. For this to work it would have required
that the viewer-side implementation followed the same conventions that
normal and specular maps used, which may be inadequate for PBR. There's
also the possibility that the server-side materials code has since morphed
into being more specifically for existing materials only. I haven't looked
into the code since I left the project so I don't know if this is the case.
Regardless, the lion's share of support for PBR would fall on the viewer
since it's basically a rendering feature and all the server has to do is
store and deliver more textures and settings.

Regarding item #5, importing Blender scenes: I believe this exists to some
extent already via the Blender Collada export module. It will format a
multiple object Blender scene into a single .dae file and when imported via
the viewer, will rez into multiple in-world objects. There's also an
"export for OpenSim" (or some such) option in the export module, but I
don't remember exactly what it does. I have used this in the past to bring
complex scenes into a region and I hope it still works. Unfortunately it
only exists one-way and AFAIK there's no (convenient) way to bring content
back into Blender from a region, though I think some viewers may have some
features that can at least do part of this.

I'm happy to see the project is still going despite some of these lingering
issues.
-D

On Fri, Feb 11, 2022 at 3:23 PM Frans  wrote:

> Hi, I'm Frans Charming inWorld, and helped organize OSCC21.
> During OSCC21 I asked the audience what features they would like to see in
> OpenSimulator.
>
> We were doing our post mortem for the conference today, and thought it
> might be useful to share their responses with the community.
> Keep in mind these were informally asked from the audience which could be
> either viewer or server features.
> Maybe they are of some use.
>
> *What Feature would you like to see in OpenSimulator*
>
>1. PBR Textures are only partially supported. It would be nice to see
>more of a full implementation to help bring the virtual world up to the
>standards of the gaming industry that people see when they play games.
>2. It would be great if Open Simulator could import other formats like
>FBX and/or glTF with mesh, textures, and animations able to be uploaded.
>That would make content a lot easier to bring in than the archaic BVH
> and
>DAE formats. Most modern virtual worlds work with these formats and some
>even have ability to pull from places like 3dwarehouse and import
> avatars
>from readyplayer.me.
>3. The OpenSimulator-Wiki needs a massive update. Most pages are either
>confusing, outdated or incomplete. E.g. the page 'Upgrading': It says
> "We
>don't recommend that you simply copy over your existing config files".
> Some
>lines below it says "Copy... The opensim.ini file". And it says "SEE
>Discussion at Talk:Upgrading". When you take a look at this, it says
> "last
>modified on 24 July 2009". And why are instructions at all in a
> discussion
>page? The Wiki software itself is outdated, it is from 2013. The privacy
>policy page is empty. It requires also RL name and address of at least
> one
>person who is responsible for the website and its content. Without that
> it
>is neither legal nor trustworthy. The same applies to the Mantis. Ever
>tried to delete your account or the contact an admin via email? Not
>working. Do you think, anyone will ever take OpenSimulator seriously?
>4. On perfoming a HG teleport it should be possible to access the
>welcome page of the target grid.
>5. One button publishing of Blender scenes to opensim. There was once a
>project to allow people to build a scene in Blender and publish it to
>opensim / realextend. There are now many many more Blender users and
> there
>is now a huge interest in the metaverse. This is an opensource project.
> It
>could be resurrected and bring a LOT of Blender builders into opensim.
>Here's the code: https://github.com/b2rex/b2rex. Here's a youtube
>description: https://www.youtube.com/watch?v=8biEltPsWT8
>6. A massively improved system avatar, which makes mesh avatars obsolete
>πŸ˜› (at least partially). Those system avatars are easier to customize,
> so
>new/old

Re: [Opensim-users] How to get ROBUST to notify that it has finished setup?

2021-11-17 Thread Dahlia Trimble
You might be able to detect it by having a bash script check to see if the
associated Robust sockets are active. I'm not sure if it means Robust is
finished it's startup but it's probably at least pretty close.

On Wed, Nov 17, 2021 at 1:25 PM Leal Duarte  wrote:

> Hi,
>
>  in absolute terms, It is just not possible to know when robust is
> fully loaded, due to opensim heavy multi tasked nature.
>
>  In some configurations it can even be split into several processes
> even on different machines.
>
>  Even Regions.
>
>  What we have is just is end of scripts loading. When that ends
> physics engine may still be processing meshes, for example
>
> Ubit
>
>
> On 17-Nov-21 21:03, Gwyneth Llewelyn wrote:
> > Hi all,
> >
> > I've been tinkering with my automation scripts under Ubuntu Linux
> > 20.04.3 LTS, trying to get them fully integrated with systemd. It's
> > tougher than I imagined!
> >
> > My question is rather simple. OpenSim.ini lists a few options to run
> > some scripts and/or send some notifications when the instance is fully
> > loaded and operational (for instance, once the instance is fully
> > loaded, you could check for the statistics API. These can be used for
> > a variety of purposes, from simple notifications to a sysadmin to let
> > them know that an instance has rebooted, to let users get some sort of
> > feedback on which regions are up, etc. and so forth. These can also be
> > used for system maintenance purposes as well.
> >
> > I can't find anything similar for ROBUST, though β€” at least, not on
> > the configuration files. The closest I could find was a reference to
> > the 'console'. I'm assuming that this would technically allow a bash
> > script to connect to ROBUST and perform some sort of check...? A bit,
> > uh, 'clunky' but... I guess it's a possibility?
> >
> > What are you using to signal that ROBUST has finished loading?
> >
> > Thanks in advance!
> >
> > - Gwyn
> >
> > P. S. Some background notes, for those interested in understanding
> > what I'm trying to accomplish and why I've been having some trouble.
> > One of the great things about systemd (arguably one of the few...) is
> > that it launches everything in parallel, as much as possible; the
> > theory being that services will not need to block each other, which is
> > what happened in early systems (which relied on a serial sequence of
> > steps, each having to finish before the next one was launched).
> >
> > This is great for launching all the OpenSim instances for the whole
> > grid β€” they will load in parallel, and, since they're pretty much
> > self-contained, they will happily get what they need from the database
> > server, and β€” in theory! β€” finish faster than launching each instance,
> > one by one (in practice, it's not so rosy, since the database server
> > becomes the bottleneck... although it ought to be possible to
> > fine-tune it to deal with so many requests in parallel).
> >
> > However, there are two catches with this approach.
> >
> > Firstly, if the MySQL database is not ready before ROBUST and/or the
> > instances launch, OpenSim will assume a 'broken' or non-existing
> > database connection, and gracefully fail, by asking for the Estate
> > name and so forth β€” i.e. basically the instances will be up, but
> > blocked. The good news is that there are several ways to check that
> > MySQL is up and running (using some external scripts β€” ), so this can
> > be checked before ROBUST or any of the OpenSim instances are launched.
> >
> > Secondly β€” and the reason for this message to the list! β€”  _if_ ROBUST
> > hasn't launched yet, then none of the OpenSim instances will register
> > themselves with the core grid services (including the asset server).
> > I'm not quite sure if each instance, after failing their attempts in
> > contacting ROBUST, will do any attempt at a later stage to re-check-in
> > with it. If not, it effectively means a broken grid, where sections of
> > it, on individual instances, will simply be isolated from the rest of
> > the grid.
> >
> > ROBUST is quite fast in loading everything β€” compared with the OpenSim
> > instances, at least β€” which means that there is a good chance that it
> > launches before the instances. But we cannot be sure that this
> > actually happens.
> >
> > Now, systemd has a way to generate a list (rather, a directed
> > graph...) of dependencies. One can, indeed, make sure that ROBUST has
> > already been launched *before* launching any of the instances. But
> > this won't help much in this case, because systemd is only able to
> > check that the *process* has been launched β€” not if it's ready to
> > accept requests. There are some tricks to achieve that, but most
> > require some changes in the ROBUST code, and I'm not even sure that,
> > running inside Mono, the C# code has any access to system calls. The
> > alternative is to use scripts that check for other things β€” such as,
> > say, a status page or a file that has been written somew

Re: [Opensim-users] Crash - how to record the entire session log

2021-05-02 Thread Dahlia Trimble
All the console output should be in a file: "OpenSim.log" in your bin
directory.

On Sun, May 2, 2021 at 9:38 PM Thomas GARCIA 
wrote:

> Hello,
>
> i've got 4 crashes on my simulation.
> I want to record all the session log (all the lines of the console) for
> my next test.
>
> Do you know to do this ?
>
> Thank you for your help,
> Thomas.
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Does anyone have a copy of the OARs from OSCC2013?

2021-03-26 Thread Dahlia Trimble
I have some pre-release versions of the Breakout and Landing Zone regions
but I wasn't given permission to redistribute them. I think the Breakout
one has CC licenses in many of the objects and has been stripped of
anything they didn't want to distribute, but the Landing Zone doesn't
appear to have any licenses in any of the objects that I checked. They were
shared with me for testing purposes so I don't want to give them away
without permission from someone who has IP ownership claims but at least
you know some versions of them exist. Hope that helps?

They're up on my test grid if you want to see them.
http://grid.wwweb3d.net:8002/ landing zone
and
http://grid.wwweb3d.net:8002/ breakout


On Fri, Mar 26, 2021 at 10:16 AM Fred Beckhusen  wrote:

> Does anyone have a copy of the OARs from OSCC2013 ?   They are CC
> BY-NC-SA 3.0 and deserve to be preserved.Γ‚
>
> The Internet Archive does not seem to show a valid download link
> anywhere in the pages I checked.
>
> This is the original article on conference.opensimulator.org. Γ‚
>
> https://conference.opensimulator.org/2018/archives-resources/oar-downloads/
>
>
> Fred/Ferd
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Using GPT3 and openAI to create NPC bots

2021-02-21 Thread Dahlia Trimble
I've seen people make AIML conversation bot scripts in the past where they
used a AIML web api via llHttpRequest() bur I don't know if that call works
with https. If not, perhaps you could convince Ubit to add it or use a
proxy of some sort.

-D

On Sun, Feb 21, 2021 at 10:26 AM Dr Ramesh Ramloll 
wrote:

> Hello there,
> Can we start discussing how it would be possible to use GPT3 technology to
> make NPCs that can hold a conversation in Opensim?
> It should be possible I think,
> I am trying to look into the hooks needed.
> Share anything you might have found on that front.
> Ramesh
>
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Landisville, PA;
> Affiliate *Research Associate Professor*, Idaho State University,
> Pocatello, ID 83209 Tel: 208-240-0040
> LinkedIn 
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] llTargetOmega : Bug or feature ?

2020-08-02 Thread Dahlia Trimble
Yes that's what it should look like.

On Sun, Aug 2, 2020 at 4:45 AM Jeff Kelley  wrote:

> At 11:08 PM +0100 8/1/20, Leal Duarte wrote:
>
> >Manual will "be strange" if the prim is already doing target omega.
>
> Yes Ubit. This may well produce a "unspecified result", at least
> unrecoverable by script. Definitely not something one should rely on.
>
>
> At 5:22 PM -0700 8/1/20, Dahlia Trimble wrote:
>
> >I think part of the problem is the viewer uses an object attribute
> >"AngularVelocity", which, in the case of non-physical prims/linksets, is
> >entirely a viewer side effect. The simulator doesn't know how a given
> >non-physical object appears to be oriented at any given time so trying to
> >rotate it in a visually meaningful way isn't really possible without
> >jumping through hoops. The object orientation is a separate property than
> >angular velocity and they don't usually update together.
>
>
> This may be the explanation. Client-side and server-side movements
> are hard to reconcile. I tried llTargetOmega for a crane, starting
> and stopping it at precise angles with timers, and it was ugly.
> llSetKeyframeMotion may do better since we can catch the moving_end
> event.
>
> BTW, here is your script in action :
>
> http://www.pescadoo.net/tmp/Dalhia_TargetOmega.mp4
>
>
> -- Jeff
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] llTargetOmega : Bug or feature ?

2020-08-01 Thread Dahlia Trimble
I think part of the problem is the viewer uses an object attribute
"AngularVelocity", which, in the case of non-physical prims/linksets, is
entirely a viewer side effect. The simulator doesn't know how a given
non-physical object appears to be oriented at any given time so trying to
rotate it in a visually meaningful way isn't really possible without
jumping through hoops. The object orientation is a separate property than
angular velocity and they don't usually update together.

Here's a script that attempts to mix llTargetOmega together with llSetRot.
It's not perfect as it relies on several external factors which may not be
well controlled in many installations, such as simulator system load, timer
accuracy, script event queue, minimal network lag, and minimal viewer
renderer lag, among other things. However it should give an idea of what
can be possible under good conditions. Note that I've only tried it in SL
and on XEngine and I don't know if it will work on YEngine.

// Interpolation between rotations with llTargetOmega example
// Dahlia Trimble
// 6/14/2013

list gRotKeys = [];
integer gRKIndex = 0;
integer gRKStride = 1;

ProcessNextKeyframe()
{
rotation r1 = llList2Rot(gRotKeys, gRKIndex);
gRKIndex += gRKStride;

llSay(0, "Key: rot:" + (string)r1);

if (llGetListLength(gRotKeys) <= gRKIndex)
{
llSetTimerEvent(0);
llTargetOmega(<0, 0, 1>, 0, 0);
}
else
{
rotation r2 = llList2Rot(gRotKeys, gRKIndex);
float time = llAngleBetween(r1, r2) / PI * 2.0; // 90 degrees/second
rotation dR = r2 / r1;

vector axis = llRot2Axis(dR) * llRot2Angle(dR);
axis *= r1;
vector angularVelocity = axis / time;

llSetTimerEvent(time);
llTargetOmega(angularVelocity, 1, 1);
}

llSetRot(r1);
}

default
{
state_entry()
{
llSay(0, "Script running");

// make some keyframes...
gRotKeys += ZERO_ROTATION;
gRotKeys += llEuler2Rot(<130, 15, 90> * DEG_TO_RAD);
gRotKeys += llEuler2Rot(<74, 186, 223> * DEG_TO_RAD);
gRotKeys += llEuler2Rot(<45, 60, 90> * DEG_TO_RAD);
gRotKeys += ZERO_ROTATION;
}

touch_start(integer total_number)
{
if (llGetListLength(gRotKeys) < gRKStride * 2)
return;
gRKIndex = 0;

ProcessNextKeyframe();
}

timer()
{
ProcessNextKeyframe();
}
}

On Sat, Aug 1, 2020 at 3:08 PM Leal Duarte  wrote:

> Manual will "be strange" if the prim is already doing target omega.
>
> not immediate clear what is the real rotation viewer applies to the
> actual prim (as seen by region)
>
> also not clear what is the base rotation it will use if gets a new
> target omega.
>
> your original code will make the cylinder rotate around its local Z
> axis, it you do stop target omega before changing the prim rotation and
> setting other target omega.
>
> Ubit
>
>
>
> On 01-Aug-20 20:53, Jeff Kelley wrote:
> > At 10:18 PM -0700 7/31/20, Dahlia Trimble wrote:
> >
> >>  A single prim is essentially a linkset of one prim.
> >
> > Ok. So this sentence applies :
> >
> >Β« If the script is attached to the root prim, the
> > entire object rotates around the region axis. Β»
> >
> > I was wrong saying it rotates around the prim's axis. It rotates
> > around the region axis llRot2Up( llGetRot() ) (and not llGetLocalRot,
> > thanks Fred) which come to be the prim's up axis expressed in region
> > coordinates. So
> >
> >llTargetOmega( llRot2Up( llGetRot() ), 1, 1)
> >
> > should make the prim rotate around it's z axis once issued.
> >
> > This is not the case when the prim's orientation has been altered
> > manually while spinning.
> >
> > Let's try another way :
> >
> > Can someone come with a llTargetOmega script making a cylinder rotate
> > around it's z axis, using any event to restore the effect after the
> > prim's orientation has been altered manually while spinning ?
> >
> >
> >
> > -- Jeff
> >
> > ___
> > Opensim-users mailing list
> > Opensim-users@opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] llTargetOmega : Bug or feature ?

2020-07-31 Thread Dahlia Trimble
A single prim is essentially a linkset of one prim.

On Fri, Jul 31, 2020 at 9:25 AM Jeff Kelley  wrote:

> At 10:08 PM -0700 7/30/20, Dahlia Trimble wrote:
>
> >You're only setting llTargetOmega in state_entry().
> >Note that if you put that script into the root prim of your linkset, the
> >rotation will be in region coordinates. Since you're only setting it once
> >during state_entry(), changing the orientation of the prim or linkset
> >should have no effect on the spinning axis. It appears to be behaving
> >properly based on your description and is not a bug.
>
>
> This is a single prim and, although the specification does not
> explicitly state that it should rotate around the prim's axis
> (mentioning linksets as an exception), this is observed and desired
> behaviour.
>
> I fail to understand when i should call llTargetOmega outside
> state_entry(), since resetting the script at any time re-issues the
> call.
>
> Invoking llTargetOmega on touch_start() makes no difference, except
> if you take care to stop the rotation first, rotate the prim
> manually, then restart rotation.
>
> integer spinning = FALSE;
>
> default {
>
>  touch_start (integer n) {
>  if (spinning = ! spinning)
>  llTargetOmega ( llRot2Up(llGetLocalRot()), 1, 1);
>  else
>  llTargetOmega ( ZERO_VECTOR, 0, 0);
>  }
>
> }
>
> I admit that rotating a spinning prim manually is not a useful nor
> desirable thing. It happened accidentally in development, when I
> tested the whole thing for different orientations of "the wheel".
>
>
> -- Jeff
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] llTargetOmega : Bug or feature ?

2020-07-30 Thread Dahlia Trimble
You're only setting llTargetOmega in state_entry().
Note that if you put that script into the root prim of your linkset, the
rotation will be in region coordinates. Since you're only setting it once
during state_entry(), changing the orientation of the prim or linkset
should have no effect on the spinning axis. It appears to be behaving
properly based on your description and is not a bug.

According to http://wiki.secondlife.com/wiki/LlTargetOmega

Link Sets

   - If the script is attached to the root prim, the entire object rotates
   around the region
    axis.
  - If the object is attached then it rotates around the attachment axis.

   - If the script is attached to a child prim, the prim rotates around the
   local 
   axis.
  - A child prim can rotate around its own axis while the entire object
  rotates around another axis



On Thu, Jul 30, 2020 at 3:33 PM Leal Duarte  wrote:

> Hi
>
>  seems confusing viewer side effects
>
>  Ubit
>
>
> On 30-Jul-20 21:05, Jeff Kelley wrote:
> > Try the following :
> >
> > Rez a cylinder, throw this script in :
> >
> > default
> > {
> > state_entry()
> > {
> > llTargetOmega ( llRot2Up(llGetLocalRot()), 1, 1);
> > }
> > }
> >
> >
> > Now, edit the spinning cylinder. Change it's orientation.
> >
> > The prim continues spinning around what was his up axis prior to edition.
> >
> > Not quite surprising. Motion is client-side and client has not been
> > telled to recalculate the motion. Or should it ? Anyway, resetting the
> > script should fix things, yes ?
> >
> > No. Once the prim have been rotated manually, llTargetOmega will not
> > spin it again correctly.
> >
> > Bug or feature ?
> >
> >
> > Here is a work-around :
> >
> > Force rotation to current value with llSetRot. As this won't work
> > (cache effect ?) , force it to a slightly different value, then to the
> > desired value again. Wait a short time between (i guess updates are
> > coalesced).
> >
> > default {
> >
> > state_entry() {
> > rotation rot = llGetRot();
> > llSetRot (rot + <0.01,0.01,0.01,0.01>);
> > llSleep (0.1);
> > llSetRot (rot);
> >
> > llTargetOmega ( llRot2Up(llGetLocalRot()), 1, 1);
> > }
> > }
> >
> >
> > Any thoughts ?
> >
> >
> >
> > -- Jeff
> > ___
> > Opensim-users mailing list
> > Opensim-users@opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Fresh Install Errors - Ubuntu Focal

2020-04-10 Thread Dahlia Trimble
If you have MySql 8 installed there's a problem with the database connector
that OpenSimulator uses and MySql 8. There's a way to configure MySql 8 to
use the older authentication method which I believe is
"mysql_native_password". I'm not sure how to invoke MySql on Ubuntu to use
that but hopefully Google may help you. Otherwise MySql 5 works if you are
able to downgrade.

On Fri, Apr 10, 2020 at 11:44 AM Sara Payne  wrote:

> I am wondering if anyone is able to help me. I am attempting to set up a
> system using the Ubuntu Focal beta release. I do appreciate that this is
> bleeding edge and might be a bug. However, I am sure I have seen the same
> kinds of errors in the past. So I am hoping the terminal output will help
> someone to help me.
>
> Thanks in advance for your help if you recognize this one.
>
> Sara
>
> has been thrown by the target of an invocation. --->
> System.Security.Authentication.AuthenticationException: Authentication
> failed, see inner
> exception. ---> Mono.Btls.MonoBtlsException: Ssl error:142e:SSL
> routines:OPENSSL_internal:TLSV1_ALERT_PROTOCOL_VERSION
>  at
>
> /build/mono-L7Ktbc/mono-6.8.0.105+dfsg/external/boringssl/ssl/tls_record.c:462
>
>  at Mono.Btls.MonoBtlsContext.ProcessHandshake () [0x00064] in
> :0
>
>  at Mono.Net.Security.MobileAuthenticatedStream.ProcessHandshake
> (Mono.Net.Security.AsyncOperationStatus status, System.Boolean renegotiate)
> [0x00106] in :0
>
>
>  at (wrapper remoting-invoke-with-check)
>
> Mono.Net.Security.MobileAuthenticatedStream.ProcessHandshake(Mono.Net.Security.AsyncOperationStatus,
> bool)
>
>
>  at Mono.Net.Security.AsyncHandshakeRequest.Run
> (Mono.Net.Security.AsyncOperationStatus status) [0x6] in
>  f>:0
>
>
>  at Mono.Net.Security.AsyncProtocolRequest.ProcessOperation
> (System.Threading.CancellationToken cancellationToken) [0x0012a] in
>  4f9f9c3d2cfa5504e34f>:0
>
>
>   --- End of inner exception stack trace ---
>
>
>  at Mono.Net.Security.MobileAuthenticatedStream.AuthenticateAsClient
> (System.String targetHost, System.Security.Cryptography.X509Certificates
> .X509CertificateCollection clientCertificates,
> System.Security.Authentication.SslProtocols enabledSslProtocols,
> System.Boolean checkCertificat
> eRevocation) [0x00058] in :0
>
>
>  at (wrapper remoting-invoke-with-check)
>
> Mono.Net.Security.MobileAuthenticatedStream.AuthenticateAsClient(string,System.Security.Cryptography
>
> .X509Certificates.X509CertificateCollection,System.Security.Authentication.SslProtocols,bool)
>
>  at System.Net.Security.SslStream.AuthenticateAsClient (System.String
> targetHost, System.Security.Cryptography.X509Certificates.X509Certifica
> teCollection clientCertificates,
> System.Security.Authentication.SslProtocols enabledSslProtocols,
> System.Boolean checkCertificateRevocation) [
> 0x6] in :0
>
>
>  at MySql.Data.MySqlClient.NativeDriver.StartSSL () [0x00035] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>
>  at MySql.Data.MySqlClient.NativeDriver.Open () [0x002ce] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>
>  at MySql.Data.MySqlClient.Driver.Open () [0xb] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>
>  at MySql.Data.MySqlClient.Driver.Create
> (MySql.Data.MySqlClient.MySqlConnectionStringBuilder settings) [0x0004e] in
> <0004ab8b375b422f9000ac2
> 5a68089d9>:0
>
>
>  at MySql.Data.MySqlClient.MySqlPool.CreateNewPooledConnection () [0x0]
> in <0004ab8b375b422f9000ac25a68089d9>:0
>  at MySql.Data.MySqlClient.MySqlPool.GetPooledConnection () [0x0008a] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>  at MySql.Data.MySqlClient.MySqlPool.TryToGetDriver () [0x0003f] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>  at MySql.Data.MySqlClient.MySqlPool.GetConnection () [0x0001c] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>  at MySql.Data.MySqlClient.MySqlConnection.Open () [0x0016d] in
> <0004ab8b375b422f9000ac25a68089d9>:0
>
>  at OpenSim.Data.MySQL.MySQLGenericTableHandler`1[T].CommonConstruct
> (System.String storeName) [0x00019] in  >:0
>
>
>  at OpenSim.Data.MySQL.MySQLGenericTableHandler`1[T]..ctor (System.String
> connectionString, System.String realm, System.String storeName) [0x
> 00019] in :0
>
>
>  at OpenSim.Data.MySQL.MySQLPresenceData..ctor (System.String
> connectionString, System.String realm) [0x0] in
>  6d0c9d>:0
>
>
>  at (wrapper managed-to-native)
>
> System.Reflection.RuntimeConstructorInfo.InternalInvoke(System.Reflection.RuntimeConstructorInfo,object,objec
> t[],System.Exception&)
>
>
>  at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object
> obj, System.Object[] parameters, System.Boolean wrapExceptions) [0
> x8] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
>
>
>   --- End of inner exception stack trace ---
>
>
>  at System.Reflection.RuntimeConstructorInfo.InternalInvoke (System.Object
> obj, System.Object[] parameters, System.Boolean wrapExceptions) [0
> x00022] in <12b418a7818c4ca0893feeaaf67f1e7f>:0
>
>
>  at System.Reflection.RuntimeConstructorInfo.DoInvoke (System.Object obj,
> System.Refle

Re: [Opensim-users] Ubuntu 19.10 upgrade broke my mysql access to opensimulator

2019-12-10 Thread Dahlia Trimble
I found this in the meeting log from today's dev meeting:

[11:38] Andrew Hellershanks: Yup. Just found the setting in
/etc/mysql/mysql.conf.d/mysqld.cnf in the [mysqld] section.
[11:38] Andrew Hellershanks: default_authentication_plugin =
mysql_native_password

It seemed to work for me so now I'm running Mysql 8 on my Robust server and
all looks good so far.

ref: http://opensimulator.org/wiki/Chat_log_from_the_meeting_on_2019-12-10

On Tue, Dec 10, 2019 at 12:35 PM Drang Po  wrote:

> @ Teravus Ovares tera...@gmail.com
> " The new versions of mysql use sha2 by default.  Old plugins don't support
> it.   That said, you can switch back to the old authentication method
> per-user in mysql with a command"
>
> what's the command?  or a webpage that gives it etc... thanks in advance
>
> On Sun, Dec 8, 2019 at 1:14 AM Teravus Ovares  wrote:
>
> > I have also dealt with this with work phone systems.   The trick is
> > changing the authentication method for your users on your mysql server.
> >  The new versions of mysql use sha2 by default.  Old plugins don't
> support
> > it.   That said, you can switch back to the old authentication method
> > per-user in mysql with a command
> >
> > On Sat, Dec 7, 2019 at 9:10 PM Dahlia Trimble 
> > wrote:
> >
> > > I don't think the mysql connector is compatible with mysql 8. I had the
> > > same problem and I had to use 5.7.27
> > >
> > > On Sat, Dec 7, 2019 at 7:19 PM Clint Ellis 
> > wrote:
> > >
> > > > I am getting an error complaining that
> > > > "MySql.Data.MySqlClient.MySqlException: Authentication method
> > > > 'caching_sha2_password' not supported by any of the available
> plugins"
> > > > Running MySQL 8.0, and Opensim 0.9.0 as well as OpenSim 0.9.1.  Both
> > > throw
> > > > the same error.
> > > > Any ideas what is going on?
> > > >
> > > > RC
> > > > ___
> > > > Opensim-users mailing list
> > > > Opensim-users@opensimulator.org
> > > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> > > >
> > > ___
> > > Opensim-users mailing list
> > > Opensim-users@opensimulator.org
> > > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> > >
> > ___
> > Opensim-users mailing list
> > Opensim-users@opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
>
>
> --
> Kalasiddhi Grid Co-Coordinator
>
> HG: kalasiddhigrid.com:8002
> Web: http://www.kalasiddhigrid.com
> Buddhism in Virtual Reality
>
> Drang Po
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Ubuntu 19.10 upgrade broke my mysql access to opensimulator

2019-12-07 Thread Dahlia Trimble
I don't think the mysql connector is compatible with mysql 8. I had the
same problem and I had to use 5.7.27

On Sat, Dec 7, 2019 at 7:19 PM Clint Ellis  wrote:

> I am getting an error complaining that
> "MySql.Data.MySqlClient.MySqlException: Authentication method
> 'caching_sha2_password' not supported by any of the available plugins"
> Running MySQL 8.0, and Opensim 0.9.0 as well as OpenSim 0.9.1.  Both throw
> the same error.
> Any ideas what is going on?
>
> RC
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] What is the j2k cache folder used for

2019-06-29 Thread Dahlia Trimble
The j2kDecodeCache folder is different than the asset cache. The files in
it are *decoded* jpeg2000 images. Decoding these images is an expensive and
slow process and caching them speeds things up. The files have one current
use that I'm aware of: decoded images for making collision meshes for
sculpted prims. There have been other uses for the files in this folder in
the past which still may be in use but I'm not aware of any currently.

You could certainly delete the files in that folder and it may slow things
down during the first region startup just after doing so but you'll likely
clean up a lot of old files that are no longer needed. I don't think this
folder has any automatic cleaning process so a periodic cleaning might be a
good idea. Deleting the folder will likely cause a lot of console error
messages and also phantom colliders for sculpted prims.

On Sat, Jun 29, 2019 at 8:15 AM  wrote:

> I have maintained what I call an assetcache-master file which is a
> composite of every asset record my servers have ever created.  As you can
> imagine it has grown in size to a rather significant number of assets over
> the many years I have been doing this.
>
> The reason I do this is so I can use an offline instance of opensim and
> still rez objects that an NPC from years ago might have had attached to
> them.  Because my local instance is not connected to osgrid in any way,
> finding the item in asset cache has been a very successful way to be able
> to work with things offline.  My offline instance does not expire anything
> in assetcache.
>
> I discovered that the j2k folder of the asset cache is nearly as large as
> the entire UUID folders combined.  Are these 1k files actually used for
> anything I would need?   Deleting them would save me an immense amount of
> space on my cache drive as each one of these 1k files take a 4k cluster.
> There are nearly 2 million of them.
>
> I have been working on an offline program that will pare down the UUID
> folders to only retain assets that the NPC appearances I have kept require
> as an attachment.  But none of the j2k files are used by an NPC.
>
> Can I simply delete this entire folder from my master cache folder?
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] how hard is it to add nested linksets or equivalent

2019-02-28 Thread Dahlia Trimble
Much of the code in Opensimulator assumes a single level linkset. The main
structures are SceneObjectGroup and SceneObjectPart. I remember Ubit once
mentioning he thought some clever manipulation of these structures could
allow more levels of hierarchy but I can't remember exactly what he was
saying. I'd think the changes would be significant and would touch many
parts of the code if such a modification were attempted.

Other considerations is how it might fit into the protocols and if the
viewers can support it.

With the advent of mesh, it's easier to make a complex looking object, such
as the above mentioned wheel, out of a single SceneObjectPart. This should
reduce the need for multi-level composite objects. One way may be to have a
module which converts a linkset into a single mesh. I believe Misterblue
has some code which can do this but I don't know if he's tried to use it in
this manner.

It's also worth mentioning that more game modern programming techniques
(entity-component-system, data-oriented design) work much better with
single levels and modern games don't use hierarchical object trees as much
as they used to.

On Thu, Feb 28, 2019 at 2:09 PM Dr Ramesh Ramloll 
wrote:

> Apparently hierarchical linksets is too hard to be implemented on the
> opensim platform.
> R
>
> On Thu, Feb 28, 2019 at 4:23 PM Serendipity Seraph  >
> wrote:
>
> > One thing that bugs hell out me is that an object that is a linkset
> cannot
> > be added as a subpart of a more complex object without adding its linkset
> > prims to the overall object.   Consider a car with wheel linksets and
> other
> > linksets.  It would be great to script the wheel standalone and yet have
> it
> > part of the car without some hack of having it track the car object and
> > stay in proper position relative to it as a separate object.   It would
> be
> > nice to remove and replace a wheel as a single operation no matter how
> much
> > of a fancy linkset the wheel itself is.   Many 3D tools today do allow
> this
> > capability.   How hard would it be to hack it into opensim?
> > ___
> > Opensim-users mailing list
> > Opensim-users@opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
>
>
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Landisville, PA;
> Affiliate *Research Associate Professor*, Idaho State University,
> Pocatello, ID 83209 Tel: 208-240-0040
> LinkedIn 
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] looking for full viewer-server API and communication details.

2019-01-17 Thread Dahlia Trimble
There's a file that is part of the viewer distribution:
message_template.msg which defines the UDP packet layouts. There's some
minimal documentation on the SL wiki at
http://wiki.secondlife.com/wiki/Protocol

libopenmetaverse has a protocol analysis tool: wingridproxy.exe which can
intercept, display, and modify various messages sent over UDP and HTTP
between the viewer and the server. It may not be fully updated to the
latest protocols used in SL but may still work with OpenSImulator.

If you're planning on creating a web-capable viewer you wont be able to use
much of these protocols as web browsers cannot support UDP. You'll need to
use something else.

On Thu, Jan 17, 2019 at 11:40 AM Adam Frisby  wrote:

> Yeah - I don't know if anyone has done it since my time, but yes - there
> was very little documentation of it.
>
> If my memory serves me correctly; there was a packet description file
> served by the viewer, which we then compiled into C# classes (either
> automated or by hand, I forget) which went into libOMV.
>
> Unfortunately I think a lot of the real knowledge was on IRC which has
> been lost to time. Broadly speaking much of the protocol makes implicit
> sense; two things are in my memory though as being challenging to discover.
>
> The first was the packet acknowledgement system, it relies on a lot of
> arcane timing for it to work correctly, and the second was they use a
> custom RLE scheme called ZLE which is RLE but for zero values only.
>
> That said, if you're really serious about redeveloping the protocol -
> tweaking this one is not a good idea. There's a lot of good free options -
> RakNet is now free and open source, for example, and is behind a *lot* of
> games and MMOs.
>
> Netcode is hard. Flee in terror.
>
> Adam
>
> -Original Message-
> From: opensim-users-boun...@opensimulator.org <
> opensim-users-boun...@opensimulator.org> On Behalf Of Marcus Llewellyn
> Sent: Thursday, 17 January 2019 12:00 PM
> To: opensim-users@opensimulator.org
> Subject: Re: [Opensim-users] looking for full viewer-server API and
> communication details.
>
> To my knowledge, the protocol has never really been documented. Those that
> knew it well have either moved onto other pursuits or (sadly) passed away.
>
> In this case, a good place to look is at libopenmetaverse. It is a C#
> implementation of the protocol (and other things), and in this case the
> code and some samples might serve as documentation of a sort. You can find
> it at the following link:
> https://github.com/openmetaversefoundation/libopenmetaverse (
> https://link.getmailspring.com/link/1547686550.local-639449c7-58b0-v1.5.5-b7939...@getmailspring.com/0?redirect=https%3A%2F%2Fgithub.com%2Fopenmetaversefoundation%2Flibopenmetaverse&recipient=b3BlbnNpbS11c2Vyc0BvcGVuc2ltdWxhdG9yLm9yZw%3D%3D
> )
>
> On Jan 16 2019, at 5:16 pm, Serendipity Seraph 
> wrote:
> > I looked briefly at code for the Singularity Viewer but it was not
> > obvious what the API calls and information flows are in their
> > fullness. What document defines the full API and communication details
> > between opnensim/SL clients and servers? I have looked via Google a
> > few times without much certainty I have found the right stuff.
> >
> > Thanks!
> > ___
> > Opensim-users mailing list
> > Opensim-users@opensimulator.org
> > http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> >
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Latif Kalifa

2016-03-05 Thread Dahlia Trimble
I met Latif in SL thru the Advanced Scripters group. We were both
experimenting with libSecondlife bots at the time and began our long streak
of collaborating. He eventually joined the libopenmetaverse team as a
contributor and I joined the OpenSimulator core team. We both participated
in the OGP and VWRAP efforts by LL and our friendship continued to develop.
He consulted with me on several of my OpenSimulator contributions, notably
mesh asset decoding (for collision shapes for mesh), the protocol for
advanced materials, and, along with several TPV developers, enhanced
particle systems. He had many other contributions besides these, too
numerous to mention. He also was quite principled and would seldom hesitate
to challenge me when we disagreed. This was often difficult to initially
deal with but there often was much validity in his perspective which I
hadn't considered, and our friendship grew stronger. I miss him dearly :(

My condolences and best wishes for those he cherished.

On Sat, Mar 5, 2016 at 7:00 AM, Diva Canto  wrote:

> It is with great sadness that I inform you that one of the oldest and most
> respected members of this community, Latif Kalifa, has passed away, after a
> long battle with a serious health condition that landed him in the hospital
> many times over the past few years.
>
> Latif's contributions to the open source SL ecosystem were vast and
> varied. He was one of the original contributors, and the main maintainer,
> of libOMV, a library that embodies the LL protocol and data structures.
> LibOMV lies at the heart of OpenSimulator, as well as many SL/OpenSim bots
> developed by lots of people. Latif also developed Radegast, an alternative
> viewer used by many, especially people with disabilities. He also
> contributed to the Singularity viewer and its offshoot, Replex. He
> participated in the SL Architecture Working Group, and in many technical
> discussions in the OpenSim-dev IRC chat channel. He was a vocal advocate of
> free open source software.
>
> We don't necessarily know who Latif was in real life, what he did for a
> living, or who is family and loved ones are. That's one of the consequences
> of being part of world-wide online communities, where we interact only with
> virtual representations of real people, often using pseudonyms. But it was
> clear to everyone who interacted with him that his spirit was strong and
> that his heart, wherever in the world he lived, was in the right place.
> Open source software exists because of people like him.
>
> His code will outlive him.
> He will be missed.
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


[Opensim-users] Farewell and thanks

2015-09-05 Thread Dahlia Trimble
I am sad to announce that I will be leaving OpenSimulator Core. I've been
finding lately that I no longer have a use for this type of software and I
don't have the time to contribute at the level that I'd like. I know that
many users and several of the current Core members have a lot of ideas for
the direction they would like to take this software in the future and I
don't really want to influence them when I am not planning to continue as a
user or developer. Therefore I will be relinquishing my commit access and
moving on.

I wish to extend my gratitude to the community for their support of me and
my development efforts to date, and to the fine group of users and
developers I've had the chance to get to know and work with over the last 8
years. This time spent has been a significant experience in my life and I
have developed many friendships and I've learned much about open source and
open development during this time. I can only hope that being a part of
this community will benefit some of you as much as it has benefited me. I
have much faith that this community and this software are destined for
greater things in the future.

Best wishes to you all!
-dahlia
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Boat script for bullet engine

2015-06-10 Thread Dahlia Trimble
*votes for a sample script wiki page on http://opensimulator.org/


On Wed, Jun 10, 2015 at 9:40 PM, Mister Blue 
wrote:

> There have been several requests for sample scripts  that are known to
> work. With all the scripts floating around, it is hard to find the right
> place to start.
>
> If I was to start collecting such scripts, where should they be stored so
> new scripters will find them?
>
> ==mb
>
> On Wed, Jun 10, 2015 at 6:33 PM, Thomas Ringate 
> wrote:
>
>>   Mister Blue,
>>
>> I closed the mantis.  The problem was with not setting hover height to
>> something other than zero.  That is the value used in the lsl wiki and I
>> thought it meant to hover right on the water, not disable hover.
>>
>> I will post this script once I finish cleaning it up and commenting it.
>> Then others like me will be able to find it in the forum in the script
>> section for something that works.  They can modify it to their liking and
>> add other features.
>>
>> Tom
>>
>>  *From:* Mister Blue 
>> *Sent:* Monday, June 08, 2015 9:40 PM
>> *To:* opensim-users maillist 
>> *Subject:* Re: [Opensim-users] Boat script for bullet engine
>>
>>  As BulletSim's maintainer, I would like to fix the problems you've been
>> finding.
>>
>> I thought I'd fixed the sinking problem in the latest master. There used
>> to be a problem with setting buoyancy (BulletSim is like SL when dealing
>> with buoyancy and vehicles and not like ODE).
>>
>> If you can file a Mantis with a short script that fails, I will take a
>> look at it. I want vehicles to work with BulletSim.
>>
>> == MB
>>
>> On Mon, Jun 8, 2015 at 10:58 AM, Thomas Ringate 
>> wrote:
>>
>>>   I have been trying to modify the vehicle script for the
>>> bulletsim-jetbike v1.0.lsl written by Shin Ingen.  I want to use the script
>>> in a Jet Ski.
>>>
>>> The issues I need to solve are:
>>> - do not sink when driver sits
>>> - detect region borders and veer away
>>> - detect shoreline and veer away
>>>
>>> The most critical of these is the first.  Searching using Google shows
>>> that the most common problem for a boat is that it sinks when the driver
>>> gets on the boat.  I am able to keep the boat afloat using the above
>>> script if I never turn it.  Once I maneuver at all it slowly sinks to the
>>> bottom.
>>>
>>> Unfortunately, after reading for many hours about vehicles in the wiki,
>>> I find nothing I change or try does anything but make it worse.
>>>
>>> There are no published working bullet scripts for a boat that I could
>>> find as an example to achieve a boat that would maneuver and stay floating.
>>>
>>> Is there such a script?  If so can someone point me to it please.
>>>
>>> The above script is really a lot of fun speeding around a region diving
>>> into water, scaling mountains and flying back to ground level.
>>> As long as you avoid the regions borders it is great.
>>> I have added code to detect the borders, veer away and slow down while
>>> doing it.
>>> Unfortunately there is no way I have found to do this the same way as
>>> running into a non phantom prim.
>>> I have to set the border limit to 15 meters to give the script time to
>>> react, slow the vehicle and start the turn operation.
>>> It is still possible to overshoot the border and that is sudden death
>>> for this script and vehicle.
>>>
>>> Tom
>>>
>>> ___
>>> Opensim-users mailing list
>>> Opensim-users@opensimulator.org
>>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>>
>>>
>>
>> --
>> ___
>> Opensim-users mailing list
>> Opensim-users@opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>
>>
>> ___
>> Opensim-users mailing list
>> Opensim-users@opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>
>>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Script engine issue [listeners]

2015-06-04 Thread Dahlia Trimble
I wonder why the scripts need so many listens? I seldom have more than 1 or
2.

On Thu, Jun 4, 2015 at 9:40 AM, Karl Dreyer 
wrote:

> OK, just to close the loop on this.
>
> After making the adjustments to the correct set of ini files(ugh); the
> issue appears to be resolved.
>
> it turns out, it wasn't the max_listens_per region.. but in fact Was the
> max_listens_per_script.  The default is set to 64 (I believe).  I set it to
> 0 so as to not impose any limitations and VoilΓ  .. it's fixed!
>
> I want to thank everyone who took the time to respond...  it is much
> appreciated!
>
> Kind Regards,
> Karl
>
> >
> >
> >
> > This dump is after the issue presents itself and it's not showing any
> > scripts waiting for load.  That's what is really strange.  They
> > all work perfectly for an underterminate amount of time then, a random
> > subset of them just stop.
> > I will point out that when I adjusted
> > the max_listens_per_script & max_listens_per_region, I
> > adjusted the ini files for a different region (smacks myself in the head)
> > so I just finished adjusting the correct files and am not restarting the
> > simulator.  We'll see if that takes care of it.
> > Also, what's
> > the word on increasing the MaxThreads setting from 100 to lets say
> > 300 ...  Could that setting be imposing some sort of limitation and
> > would adjusting it up cause any unexpected negative side
> > effects?
> > Kind Regards,
> > Karl
> >> Hi Karl,
> >
> >>
> >
> >> When this stops working, can you check the xengine status in the
> > console?
> >
> >> I see the results you have included here, but is this before or
> > after
> >
> >> the communication stops?
> >
> >>
> >
> >> We had a similar issue back in December on 3rd Rock Grid and when
> > things
> >
> >> stopped working, checking the xengine status would always show
> > scripts
> >
> >> waiting for load.
> >
> >> Can you see if this is the case for you? When this stops working
> > does
> >
> >> xengine status show scripts waiting for load?
> >
> >> If so, I can share the steps we took to correct our issues which
> > might
> >
> >> work for you as well.
> >
> >>
> >
> >> Additionally, which version of opensim are you running?
> >
> >>
> >
> >> ~Butch
> >
> >>
> >
> >>
> >
> >> On 6/1/2015 11:35 AM, Karl Dreyer wrote:
> >
> >>>
> >
> >>> Hello everyone... I have a member that is experiencing a
> > strange
> >
> >>> issue. He has server and client modules (in world prims using
> >
> >>> llRegionSay & llRegionSayTo to communicate commands to
> > "client"
> >
> >>> prims). When the simulator is restarted, all works properly as
> >
> >>> expected BUT then, after what seems to be a random length of time
> > it
> >
> >>> seems that communcations on the sim cease to function. i.e.
> > It's
> >
> >>> almost as if the llRegionSay & llRegionSayTo cease to work
> > properly.
> >
> >>> the client prims aren't receiving the messages from the
> > servers.
> >
> >>> What makes this even more strange is that it doesn't happen with
> > all
> >
> >>> of them and the prims being effected is random.. in other words,
> > an
> >
> >>> hour after the sim is restarted (for example) a subset of the
> > servers
> >
> >>> are failing to properly send messages but the subset of
> > scripts
> >
> >>> effected seems to be different each time.
> >
> >>>
> >
> >>> I have had my resident go through and confirm that channel
> > settings
> >
> >>> are set correctly and that there is no channel confusion or
> > conflicts
> >
> >>> ... the scripts themselves seem to be OK. I also had him test
> > this
> >
> >>> system on a blank sim or a sim with considerably less scripts and
> > the
> >
> >>> system works flawlessly.
> >
> >>>
> >
> >>> My first thought was that there was an issue with the listeners
> > in the
> >
> >>> receiving prims and we're hitting some sort of imposed limit to
> > the
> >
> >>> number of listeners or listener events allowed on a region. I
> > found
> >
> >>> in the OpenSimDefaults.ini file that there is in fact a
> >
> >>> max_listens_per_region setting and a max_listens_per_script
> > setting.
> >
> >>> My first inclination was that he was hitting one of these limits
> > so,
> >
> >>> I modified these settings to 0 so that the system would not
> > impose any
> >
> >>> limits and unfortunately, this did not fix the issue.
> >
> >>>
> >
> >>> Is there somewhere else in the ini files or hardcoded in the
> > simulator
> >
> >>> code itself where a limitation is being set? If not, what else
> > could
> >
> >>> be causing this behavior?
> >
> >>>
> >
> >>> Below is a dump of some of the relevant statistics for the region
> > in
> >
> >>> question. Any assistance would be greatly appreciated.
> >
> >>>
> >
> >>> CONNECTION STATISTICS
> >
> >>> Client logouts due to no data receive timeout: 0
> >
> >>> SAMPLE FRAME STATISTICS
> >
> >>> Dilatn SimFPS PhyFPS AgntUp RootAg ChldAg Prims AtvPrm AtvScr
> >
> >>> ScrLPS
> >
> >>> 1.00 54 53.8 0.0 0 0 6623 0 1760
> >
> >>> 5
> >
> >>> PktsIn PktOut

Re: [Opensim-users] Script engine issue [listeners]

2015-06-01 Thread Dahlia Trimble
Do you know whether it's the listener or the sender which is failing? Also,
I've heard there are problems with llSleep() so if any of the scripts are
using that it might be contributing to the problem.

On Mon, Jun 1, 2015 at 10:06 AM, BoneZ  wrote:

>  Hi Karl,
>
> I think since your xengine status results show you are only using 2
> threads.. I'm not sure it would do you any good to increase max threads.
>
> ~Butch
>
>
> On 6/1/2015 12:53 PM, Karl Dreyer wrote:
>
> This dump is after the issue presents itself and it's not showing any
> scripts waiting for load.  That's what is really strange.  They all work
> perfectly for an underterminate amount of time then, a random subset of
> them just stop.
>
> I will point out that when I adjusted the max_listens_per_script
> & max_listens_per_region, I adjusted the ini files for a different region
> (smacks myself in the head) so I just finished adjusting the correct files
> and am not restarting the simulator.  We'll see if that takes care of it.
>
> Also, what's the word on increasing the MaxThreads setting from 100 to
> lets say 300 ...  Could that setting be imposing some sort of limitation
> and would adjusting it up cause any unexpected negative side effects?
>
> Kind Regards,
>
> Karl
>
> > Hi Karl,
> >
> > When this stops working, can you check the xengine status in the console?
> > I see the results you have included here, but is this before or after
> > the communication stops?
> >
> > We had a similar issue back in December on 3rd Rock Grid and when things
> > stopped working, checking the xengine status would always show scripts
> > waiting for load.
> > Can you see if this is the case for you? When this stops working does
> > xengine status show scripts waiting for load?
> > If so, I can share the steps we took to correct our issues which might
> > work for you as well.
> >
> > Additionally, which version of opensim are you running?
> >
> > ~Butch
> >
> >
> > On 6/1/2015 11:35 AM, Karl Dreyer wrote:
> >>
> >> Hello everyone... I have a member that is experiencing a strange
> >> issue. He has server and client modules (in world prims using
> >> llRegionSay & llRegionSayTo to communicate commands to "client"
> >> prims). When the simulator is restarted, all works properly as
> >> expected BUT then, after what seems to be a random length of time it
> >> seems that communcations on the sim cease to function. i.e. It's
> >> almost as if the llRegionSay & llRegionSayTo cease to work properly.
> >> the client prims aren't receiving the messages from the servers.
> >> What makes this even more strange is that it doesn't happen with all
> >> of them and the prims being effected is random.. in other words, an
> >> hour after the sim is restarted (for example) a subset of the servers
> >> are failing to properly send messages but the subset of scripts
> >> effected seems to be different each time.
> >>
> >> I have had my resident go through and confirm that channel settings
> >> are set correctly and that there is no channel confusion or conflicts
> >> ... the scripts themselves seem to be OK. I also had him test this
> >> system on a blank sim or a sim with considerably less scripts and the
> >> system works flawlessly.
> >>
> >> My first thought was that there was an issue with the listeners in the
> >> receiving prims and we're hitting some sort of imposed limit to the
> >> number of listeners or listener events allowed on a region. I found
> >> in the OpenSimDefaults.ini file that there is in fact a
> >> max_listens_per_region setting and a max_listens_per_script setting.
> >> My first inclination was that he was hitting one of these limits so,
> >> I modified these settings to 0 so that the system would not impose any
> >> limits and unfortunately, this did not fix the issue.
> >>
> >> Is there somewhere else in the ini files or hardcoded in the simulator
> >> code itself where a limitation is being set? If not, what else could
> >> be causing this behavior?
> >>
> >> Below is a dump of some of the relevant statistics for the region in
> >> question. Any assistance would be greatly appreciated.
> >>
> >> CONNECTION STATISTICS
> >> Client logouts due to no data receive timeout: 0
> >> SAMPLE FRAME STATISTICS
> >> Dilatn SimFPS PhyFPS AgntUp RootAg ChldAg Prims AtvPrm AtvScr
> >> ScrLPS
> >> 1.00 54 53.8 0.0 0 0 6623 0 1760
> >> 5
> >> PktsIn PktOut PendDl PendUl UnackB TotlFt NetFt PhysFt OthrFt
> >> AgntFt
> >> ImgsFt
> >> 15 24 0 0 0 19.1 0.0 0.0 0.0 0.0
> >> 0.0
> >> MEMORY STATISTICS
> >> Heap allocated to OpenSim : 645 MB
> >> Last heap allocation rate : 0.323 MB/s
> >> Average heap allocation rate: 0.202 MB/s
> >> Process memory : 1270 MB
> >> Status of XEngine instance
> >> Scripts loaded : 1760
> >> Scripts waiting for load : 0
> >> Max threads : 100
> >> Min threads : 2
> >> Allocated threads : 12
> >> In use threads : 2
> >> Work items waiting : 0
> >> Events queued : 0
> >> Events processed : 214185
> >> Sensors : 8
> >> Dataserver requests : 0

Re: [Opensim-users] Memory usage

2015-05-29 Thread Dahlia Trimble
I'm not sure if this is your problem but some recent changes that improve
inventory loading may be contributing to this. As I'm told (I haven't
verified this personally), prior versions would make many redundant
requests to the inventory server. Now, fewer requests are made and they may
be for larger chunks of data. Typically when many requests are made via
http, some throttling (intentional and not intentional) occurs which would
free the CPU for other tasks, or show it as idle. Now, less throttling may
be necessary as fewer irrelevant requests are made and the ones that
complete can be used effectively which could make the CPU usage appear
higher and require more memory, especially for large inventories. The
nature of the .NET managed runtime environment is such that the memory is
only freed when the garbage collection process is invoked which could be
significantly delayed, which is probably why you see the memory use
decrease over time.

I'm not saying this is definitely your problem, only that it's something
I'm aware of that might be a cause of your symptoms you describe. If so,
it's likely not a bug but rather a difference in how things are working
with the goal of improved performance.

On Fri, May 29, 2015 at 1:35 PM, Thomas Ringate  wrote:

> Luisillo,
>
> I have opened a new mantis on this issue.
> [opensim 0007593]: High memory usage when avatar arrives and is never
> released
>
> My fingers are crossed that I have not duplicated some other mantis that
> is reporting the same problem.
>
> For my regions the problem is very easy to see.  I get the impression that
> is not the case for many others who do not have this problem.
>
> My CPU usage is different than before, but it does return to normal levels
> soon after an avatar leaves.  What is different is that it goes much higher
> now, and lasts longer.
>
> I did watch it while three avatars arrived and both CPU and memory went
> nuts.  CPU returned to normal but memory remained at a level four times the
> idle level.  When they left, memory stayed at the high level.  It is now a
> few hours later, and memory is still at the high level.  A region restart
> put everything back to normal until the next time it is visited.
>
> Tom
>
>
> -Original Message- From: Luisillo Contepomi
> Sent: Friday, May 29, 2015 3:53 AM
>
> To: opensim-users@opensimulator.org
> Subject: Re: [Opensim-users] Memory usage
>
> Im looking about this in mantis.
> Was reported from 0.7.3.X but is closed.
> Please report it again for the new versiΓ³n.
>
> http://opensimulator.org/mantis/view.php?id=6030
> http://opensimulator.org/mantis/view.php?id=6031
>
> Today I am observing cpu consuption... is hight : from 70% to 100% all
> time for one cpu.
>
>
>
> 2015-05-29 2:24 GMT+02:00 Thomas Ringate :
>
>> I tested the following 10 versions of opensim built for the OSgrid.
>>
>> The times are from the monitor program "monit",and are the uptime.
>> The test process was;
>> Place a fresh copy of opensim as distributed, copy the needed .ini files
>> into the simulator,
>> Restart the region.  (This causes "monit" to detect a new PID and resets
>> it's "uptime" to be zero)
>> 7 minute tick, login with "coolvl" with standard unscripted avatar, record
>> metrics.
>> 10 minute tick, log off,  record metrics.
>> 15 minute tick  record metrics.
>> The 7 minute tick metrics represents the IDLE usage of a freshly started
>> and
>> un-visited region.
>> (the reason for waiting 7 minutes was to give ample time to compile the
>> 626
>> scripts as an initial load)
>> The 10 minute tick metrics represents the usage after an avatar has logged
>> in and been on the region for approximately 3 minutes.
>> The 15 minute tick represents the usage 5 minutes after an avatar has left
>> the region and no other usage of the region has taken place.
>>
>> Region used: Sanctuary  Prims= 7985  Scripts= 626
>> ---  idle
>> 1
>> avatar  avatar leave
>>  Time mem kb CPU%
>> Time mem kb  CPU%  Time  mem kb   CPU%
>> osgrid-opensim-01162015.v0.8.1.97ac80d 7m   574952k   3.0
>> osgrid-opensim-01172015.v0.8.1.1f04e1b 7m   585076k   2.8  27m  513324k
>> 2.9
>> 30m   513364k   2.6
>> osgrid-opensim-02212015.v0.8.1.7b9ad11 7m   565480k   2.5  10m  560624k
>> 2.9
>> 15m   536468k   2.5
>> osgrid-opensim-03142015.v0.8.1.8b13e4e 7m   568560k   2.6  10m  576828k
>> 2.9
>> 15m   567436k   2.5
>> osgrid-opensim-03172015.v0.8.2.83e58eb 7m   580736k   2.4  10m  583992k
>> 2.8
>> 15m   572664k   2.5
>> osgrid-opensim-04052015.v0.8.2.8d66284 7m   564208k   2.5  10m  574464k
>> 2.8
>> 15m   574704k   2.5
>> osgrid-opensim-04122015.v0.8.2.d96d31b 7m   574392k   2.6  10m  585156k
>> 3.0
>> 15m   546868k   2.6
>> osgrid-opensim-05072015.v0.8.2.c74cef0 7m   583924k   2.6  10m 1139092k
>> 2.7
>> 15m  1141972k   2.5
>> osgrid-opensim-05092015.v0.8.2.adf0f49 7m   578632k   2.5  10m 1207972k
>> 2.9

Re: [Opensim-users] Memory usage

2015-05-28 Thread Dahlia Trimble
Var regions will use more memory than standard 256x256 regions because of
the memory needed for the terrain and associated overhead, caching, etc.
However if the memory use far exceeds that which the larger terrain can
justify, there could be some other issue(s) at play.

On Thu, May 28, 2015 at 2:53 PM, M.E. Verhagen  wrote:

> I have got 15 normal regions on one simulator, that gives this stats:
>
> MEMORY STATISTICS
>
> Heap allocated to OpenSim   : 212 MB
>
> Last heap allocation rate   : 0 MB/s
>
> Average heap allocation rate: 0 MB/s
>
> Process memory  : 282 MB
>
>
> and one with 2 var regions with this stats:
>
>
> MEMORY STATISTICS
>
> Heap allocated to OpenSim   : 635 MB
>
> Last heap allocation rate   : 0.016 MB/s
>
> Average heap allocation rate: 19.894 MB/s
>
> Process memory  : 1724 MB
>
>
> The regions are running on a mac, which has got an activity view which
> shows another picture, it has got 1,22 gig memory reserved for the first,
> and up to 7,8 gig for second somehow in use.
>
> The second 7,8 starts at 1,61gig and rises very slowly over days. I am
> sure that has got something to do with physics engine or something else
> leaking memory. osx kills that process automatic when it goes over 8gig and
> then the second simulator is automatic restarted.
>
> I have got the first one running on opendynamicsengin. It does not any
> significant increase in memory.
>
> The second runs on bulletsim cause viraginous require bulletsim.
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Memory usage

2015-05-28 Thread Dahlia Trimble
OSGrid is not "officially" the opensim test grid. They are a seperete
entity but happen to be very generous in helping test and reporting
results. That said, I have very good memory usage in my OSGrid regions
which are somewhat isolated, however I have seen regions which share
borders with other people's regions in crowded areas use more memory. This
is often the case in a grid as neighboring regions share a lot of
information with each other.

On Thu, May 28, 2015 at 8:06 AM, Thomas Ringate  wrote:

> Very interesting.  My setup is quite different in that I do not run the
> grid but rather use the OSgrid.  I only run the regions.  That could be a
> huge difference.  However since OSgrid is officially designated as the
> "opensim" test grid, I would hope the developers are serious about the
> results people are having who use that grid.
>
> I am in the process of trying to discover exactly when this problem
> started for me as was earlier requested.
>
> The different versions I can test with are these releases from OSgrid:
> osgrid-opensim-01162015.v0.8.1.97ac80d
> osgrid-opensim-01172015.v0.8.1.1f04e1b
> osgrid-opensim-02212015.v0.8.1.7b9ad11
> osgrid-opensim-03142015.v0.8.1.8b13e4e
> osgrid-opensim-03172015.v0.8.2.83e58eb
> osgrid-opensim-04052015.v0.8.2.8d66284
> osgrid-opensim-04122015.v0.8.2.d96d31b
> osgrid-opensim-05072015.v0.8.2.c74cef0
> osgrid-opensim-05092015.v0.8.2.adf0f49
> osgrid-opensim-05232015.v0.8.2.abb3bb6
>
> Later today I will cycle all of these releases on one of my regions and
> run a test using "monit" with my original parameters set to see which
> version it was that started using so much simulator memory.  The change
> control on my home network is not near as professional as what I lived with
> at IBM for 31 years.  Now I depend on my own memory.  That is not a very
> good choice in my case.  Luisillo's testing was far more accurate with
> excellent metrics to compare.  Bravo.
>
> Tom
>
>
> -Original Message- From: Luisillo Contepomi
> Sent: Thursday, May 28, 2015 5:07 AM
> To: opensim-users@opensimulator.org
> Subject: Re: [Opensim-users] Memory usage
>
>
> I have not problems or issues with memory.
> My memory test results:
>
> Grid and sim in the same machine.
> Windows7 - 64 - RAM 8GB
> Intel Core i7-3770 at 3.40GHz
> Users in this test is out in other machines connecting by a 100Mb network.
>
> All users in this test are using Radegast. All have Inventory with
> 1200 Items aprox.
> and worn scripts as AO, radar and resizers in hair and shoes.
>
> Continente is a Var Region 1024x1024
> Prims used 55.048
> Scripts 4.499
>
> Region (Continente) # xengine status
> Status of XEngine instance for Continente
> Scripts loaded : 4499
> Scripts waiting for load   : 0
> Max threads: 100
> Min threads: 2
> Allocated threads  : 100
> In use threads : 42
> Work items waiting : 0
> Events queued  : 636
> Events processed   : 1028273
> Sensors: 157
> Dataserver requests: 0
> Timers : 715
> Listeners  : 85
>
> From tast manager in K
> CPU 1 from 8 at 70 - 75% all time during test.
> -
> Memory OpenSim.exe   / MySql server
> Start region at. 9.39h
> 
> 1.613.652 no users9.40h652.976
> 2.140.920 no users9.45h"
> 
> finish scripts load   9.46h"
>
> I order in console "fcache clear file" 9.47h Im not using memory cache. "
> 
> 2.142.964 no users 9.47h"
> 2.134.240 no users 9.48h  653.140
> 1.468.540 no users 9.49h
> 1.148.276 no users 9.50h (fcache clear finished.)
>
> Test with 2 users
> -
> 1.148.384 Login in one user 9.54H (RADEGAST)
> 1.185.828 with 1 user  9.56h
> 1.337.280 with 2 users 9.58h734.548
>
> 1.389.148 2 users one is searching in his inventory 735.900
>
> 1.411.896 logout one user 10.01h736.452
> 1.515.700 1 user 10.02H
> 1.271.528 1 user 10.03H736.468
> ---
> 1.257.620 logout user No users in 10.04H736.692
> 1.221.208 no users 10.05h736.692
> 1.207.296 no users 10.07h736.692
> 1.204.980 no users 10.07h735.660
> 1.204.736 no users 10.09h735.660
>
> simultaneus 8 users login at 10.10h
> ---
>
> 1.228.172 10.10h.
> 1.427.396 10.11h  5 users login
> 1.699.788 10.12h   8 users login
> 1.937.552 10.13h 8 users in home
> 2.008.496 10.14h 8 users in home745.468
> 2.010.358 10.15h 8 users in home745.928
> 1.960.540 10.14h 8 users in home745.944
> 1.8

Re: [Opensim-users] Memory usage

2015-05-26 Thread Dahlia Trimble
Yes, unfortunately memory the operating system says a particular process is
using is inaccurate with a managed environment like Mono provides and
doesn't take Mono's internal memory management and garbage collection into
account. Typing "show stats" in the OpenSim console can provide some memory
statistics as reported by the Mono runtime, but recently the accuracy of
these numbers has also been called into question. To get a feel of how
garbage collection is working on your system you can type "show stats",
then "force gc" and "show stats" again which, if done often enough, can
provide much insight.

If you are seeing issues that others aren't seeing then it's probable that
there may be something particular to your installation rather than to the
code base. Anyway, others may have ideas or have noticed similar issues and
just not said anything yet so this list or the opensim-dev list are a good
place to discuss it.

On Tue, May 26, 2015 at 2:36 PM, Thomas Ringate  wrote:

>   To help clarify a few of your points let me add that I am running mono
> 2.10.8.  The CPU and memory increases when β€œany” avatar arrives. My regions
> all run in a single instance on four different servers.  The test region I
> am working with is running in a dedicated server with nothing running other
> than the one test region which is nothing but a flat region with no prims
> at all.  My avatar has no scripted attachments and is the same as it was
> back in 2012
>
> This all started 4-6 weeks ago when I updated opensim software.  My .ini
> files have not changed other than the one change OSgrid said to change
> which was a change to one URI.
>
> I keep all my regions at the latest package release OSgrid makes available.
>
> The memory usage β€œmonit” is reporting is not total system memory usage but
> rather memory usage of that specific pid.  So whatever memory mono is using
> is not the issue as I see it.
>
> If the general consensus is that it has nothing to do with opensim
> changes, I will attempt to go back and find what the last release was where
> this problem was not noticeable.  Since no one has been complaining about
> memory usage, I was thinking it was some default or some new parameter that
> had been changed and I missed making the change.
>
> Tom
>
>
>  *From:* Dahlia Trimble 
>  *Sent:* Tuesday, May 26, 2015 4:01 PM
> *To:* opensim-users@opensimulator.org
> *Subject:* Re: [Opensim-users] Memory usage
>
>  I have seen memory issues with mono 3.1-3.2.x; they were so bad that I
> stayed with 2.10.8.1 until I tried 3.99.x which worked quite well. I
> haven't seen the CPU issues you mention at all. Note that measuring memory
> is difficult with managed applications as many memory monitoring systems
> cannot account for memory in the Mono VM which is unreferenced but not yet
> garbage collected; this might explain why you gradually see memory use
> decrease.
>
> If you have high memory or CPU when a particular avatar arrives it could
> be poorly scripted attachments or perhaps a corrupt mesh or other asset. If
> you see it with the default "Ruth" avatar, then there are likely problems
> with your installation and/or configuration. Also keep in mind that if it's
> a megaregion then it will use much more memory for the large terrain.
>
> On Tue, May 26, 2015 at 10:20 AM, Thomas Ringate 
> wrote:
>
>>   I have noticed now for about a month or so that when an avatar arrives
>> on a region, the simulator memory usage skyrockets.  Usually the idle
>> memory usage has been 200MB or so for a region with no prims at all on it.
>> Just the terrain with nothing added.  Now the same region will skyrocket to
>> over 1.5MB when an avatar arrives, then gradually decrees a small amount
>> once the region has no avatars on it.
>>
>> SIM PING goes nuts on all my regions when an avatar arrives and lag
>> usually becomes very noticeable.  I am running Verizon FiOS with a solid
>> 50/50MB data rate.
>>
>> I have been running my regions for several years now using β€œmonit” to
>> monitor them and have used the memory setting of 1.3GB as a point to
>> indicate there might be some kind of memory issue and to restart the
>> region.  About a month ago all my regions started doing these restarts
>> because of memory usage exceeding that value.  I now have them set to trip
>> at 2.5GB and yet they still will occasionally reach that memory limit.
>>
>> What the heck changed in opensim that has caused memory usage to
>> skyrocket when an avatar arrives and why does it now drop back to a
>> reasonable level?
>>
>> Did I miss some setting change that was incorporated in opensim?
>>
>> 

Re: [Opensim-users] Memory usage

2015-05-26 Thread Dahlia Trimble
I have seen memory issues with mono 3.1-3.2.x; they were so bad that I
stayed with 2.10.8.1 until I tried 3.99.x which worked quite well. I
haven't seen the CPU issues you mention at all. Note that measuring memory
is difficult with managed applications as many memory monitoring systems
cannot account for memory in the Mono VM which is unreferenced but not yet
garbage collected; this might explain why you gradually see memory use
decrease.

If you have high memory or CPU when a particular avatar arrives it could be
poorly scripted attachments or perhaps a corrupt mesh or other asset. If
you see it with the default "Ruth" avatar, then there are likely problems
with your installation and/or configuration. Also keep in mind that if it's
a megaregion then it will use much more memory for the large terrain.

On Tue, May 26, 2015 at 10:20 AM, Thomas Ringate  wrote:

>   I have noticed now for about a month or so that when an avatar arrives
> on a region, the simulator memory usage skyrockets.  Usually the idle
> memory usage has been 200MB or so for a region with no prims at all on it.
> Just the terrain with nothing added.  Now the same region will skyrocket to
> over 1.5MB when an avatar arrives, then gradually decrees a small amount
> once the region has no avatars on it.
>
> SIM PING goes nuts on all my regions when an avatar arrives and lag
> usually becomes very noticeable.  I am running Verizon FiOS with a solid
> 50/50MB data rate.
>
> I have been running my regions for several years now using β€œmonit” to
> monitor them and have used the memory setting of 1.3GB as a point to
> indicate there might be some kind of memory issue and to restart the
> region.  About a month ago all my regions started doing these restarts
> because of memory usage exceeding that value.  I now have them set to trip
> at 2.5GB and yet they still will occasionally reach that memory limit.
>
> What the heck changed in opensim that has caused memory usage to skyrocket
> when an avatar arrives and why does it now drop back to a reasonable level?
>
> Did I miss some setting change that was incorporated in opensim?
>
> The same is true for the CPU usage.  I never saw the kind of CPU usage
> that the current version of opensim is using.   Usually a region will idle
> with no avatars on it between 0.2-1.3% of CPU.  Now they will idle somewhat
> higher than that but when an avatar arrives the CPU will shoot up to in the
> 5-10% range with some times going as high as 50%.
>
> I run AMD 4 and 8 core servers all with 8GB of ram using Fedora 19, 20 and
> 21.  The server configurations have been consistent.
>
> Is this the new normal for opensim?
>
> Tom
>
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Recent request from OSgrid about reloading badassets

2015-04-20 Thread Dahlia Trimble
Do you see that when you start the region? If so, it *could be* corrupt
region data rather than bad assets. I really don't know what could have
caused something like that in your case but I'd suspect a corrupt region
database. I hope you have a recent oar or other backup of your region. I'd
suspect that killing your region process with ctrl-C or some other abnormal
termination might cause this. Even if not, it's a good practice to stop a
region with the "quit" console command.

On Mon, Apr 20, 2015 at 10:41 AM, Thomas Ringate  wrote:

> I found one of the bad assets on one region so far.  It's problem was it
> had a texture of a null UUID.
> It was invisible because of this.  I had to delete it in the regions MySQL
> database to get rid of it on the region.
>
> Oddly enough I was both the owner and creator of this object that was
> floating in the air and could not be seen as if it did not exist at all.
> Even turning on transparency did not show the abject.
>
> I suspect this was not caused by the asset server crash, other than I did
> not see the error in the old logs I have.
>
> I have IAR's and log files going back to 2011 for all my regions.  When I
> said I would use an OAR to reload the region,
> I was thinking of using an OAR from a time when the logs showed no errors
> of any assets.
>
> My real issue is with the strange new errors which there are dozens of.  I
> never saw those kinds of errors before,
> and I have no idea what the error is even telling me.
>
> How do I fix an asset that gives this kind of error?
>
> 2015-04-20 04:09:10,251 DEBUG -
> OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer
> [SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part
> Primitive 7bcf0eba-c86d-4cf9-8f09-77eb0bc371d0 encountered errors in
> properties FlexiDrag, FlexiGravity.
> 2015-04-20 04:09:10,252 DEBUG -
> OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer
> [SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part
> Primitive 1bc76a3d-c8aa-4d24-88eb-e311335588e0 encountered errors in
> properties FlexiDrag, FlexiGravity.
>
> I see over 65 of those errors on startup on one region.  Other regions
> have none, and some only have a few.
>
> I never saw those errors prior to the grid crash.
>
> But then opensim has 7 months of development work on it since the crash so
> opensim isn't the same program either that it was last August.
>
> Tom
>
> -Original Message- From: Eric Riebling
> Sent: Monday, April 20, 2015 9:35 AM
> To: opensim-users@opensimulator.org
> Subject: Re: [Opensim-users] Recent request from OSgrid about reloading
> badassets
>
>
> Wouldn't reloading from OAR just bring in the same bad asset, by UUID?
>
> For what it's worth:
>
> I came across only one bad asset after the big asset server restore, which
> traced to some component of an AO. I never did find the exact asset that
> went bad, but was able to get rid of the viewer error about bad asset by
> re-creating the AO from it's pieces.
>
> Come to think of it, might have been a texture. I remember the AO rezzing
> with a funny texture where a HUD image should have been.
>
> On 04/20/2015 08:00 AM, opensim-users-requ...@opensimulator.org wrote:
>
>> Recent request from OSgrid about reloading bad assets
>>
>
> --
>
> Eric Riebling  Interactive Systems Lab
> e...@cs.cmu.edu407 South Craig St.
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Recent request from OSgrid about reloading bad assets

2015-04-19 Thread Dahlia Trimble
If it's a bad wearable and you nave no avatars or NPCs on the region(s),
then it might be a wearable item (skin, clothing, hair, etc.) inside a prim
such as a vendor of some kind. I'm not currently aware of any easy way to
find it. If you have an oar of your region, reloading it might help.

On Sun, Apr 19, 2015 at 6:04 PM, Thomas Ringate  wrote:

>   The recent request from OSgrid admin to run β€œfcache assets” and reload
> bad assets has caused me to check all my regions for error messages.  I
> discovered the nightly reboot log issues this command and the errors are
> listed in my logs.  There are many listed, but some I have no idea what
> they are trying to tell me.
> A few give the object name which is a huge help in finding what it is and
> where it is.
>
> For instance on one region at startup the log file has these entries.
> *** sample entries ***
> 2015-04-19 04:08:36,192 INFO  - OpenSim.Framework.Servers.ServerBase
> [SERVER BASE]: Running 'fcache assets'
> 2015-04-19 04:08:37,193 WARN  - OpenMetaverse Failed decoding wearable
> asset c80f76a4-53a2-d277-68b7-23b1d89682b8: Input string was not in the
> correct format
> 2015-04-19 04:08:47,994 DEBUG -
> OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer
> [SceneObjectSerializer]: Parsing PrimitiveBaseShape for object part
> Primitive 7bcf0eba-c86d-4cf9-8f09-77eb0bc371d0 encountered errors in
> properties FlexiDrag, FlexiGravity.
>
> There are dozens of the last β€œDEBUG” entry type for some of my regions.
>
> Is this telling me I have a defective asset?  If so how can I find it and
> how do I fix this kind of error?
>
> The β€œWARN” entry suggests I have some bad wearable however there are no
> avatars on the region when it is rebooted which is when this log was
> generated.
>
> Is there some magical way to locate a prim or asset by using the UUID that
> is listed in each of these entries?
>
> I use the β€œcool vl” viewer and I have not found any way to search on a
> uuid to find it on a region or in my inventory.  Do other viewers have this
> capability?
>
> If not how do you find and fix these log entries?
>
> I hope there is some efficient way to find these and get them resolved.  I
> do have a few regions which come up with no entries of any kind that
> suggest some asset or prim is bad.  I looked back at old logs prior to the
> asset server failure and none of these errors are present on any of my
> regions.
>
> I have OAR files for all my regions prior to the asset server crash, so it
> would be possible for me to load a new blank region with each of these OAR
> files if that would restore the missing or defective asset these are
> telling me about.
>
> I do not want to do something that is going to make the problem worst
> rather than better.
>
> Any suggestions?
>
> Tom
>
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Win 7. Opensim 0.8.1 host http not found

2015-04-16 Thread Dahlia Trimble
The "absconded by gnomes" message is the message which the simulator sends
to normal web browsers and usually means the http server in the simulator
is working. I don't use Firestorm personally, but I have seen cases in the
past where leaving off the trailing "/" character in some viewers would
prevent a login. Perhaps using http://127.0.0.1:9000/ might work better.

On Thu, Apr 16, 2015 at 5:52 PM, Chris Nelson  wrote:

> Hi there,
>
> I have installed the binary distribution 0.8.1 onto a Windows 7 machine
> and followed the instructions in the readme file.
> When I try and log in with Firestorm from the same machine using
> http://127.0.0.1:9000 it comes up with a pink screen and the message
> 'host http not found'.
> When I tried entering the address in chrome (http://127.0.0.1:9000) to
> check if the service was running I got the message 404 - 'The page you have
> requested has been absconded by gnomes...'
> I have tried opening the port on Windows and scouring the documentation,
> to no avail.
>
> Can anyone point me in the right direction to fix this problem?
>
> Thanks in advance!
>
> Chris
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Trouble saving scripts (Fred)

2015-04-07 Thread Dahlia Trimble
I've only had trouble saving scripts if I have the script open, teleport to
another region, then TP back and try to save it. Usually the viewer will
crash. Probably not related to what you are seeing though.

FIrst off, clearing viewer cache should be tried. Aside from that, keep
your eyes on the region and robust consoles while saving scripts and see if
any errors pop up. They could help with debugging some obscure config issue
or perhaps a firewall problem.


On Tue, Apr 7, 2015 at 7:43 PM, Fred Beckhusen  wrote:

> Trouble saving scripts: I have this, too.Does anyone know of a Mantis
> for this type of issue?
>
> I always have trouble saving scripts on the LAN and localhost, but not via
> the WAN.  I am pretty much forced by all the irritating timeouts to work on
> complex scripts in LSLEDitor first, then SL, and only then bring it in to
> Opensim when done.
>
> Standalone Grid, no external robust, Git master, Windows 7, FIOS 50/50
> network and router.  CPU is at 2% load.  Firestorm or Singularity 64 bit,
> on a Alienware/Nvidia GT970  or the server itself.
>
> I have been blaming my own local grid problems on LAN vs WAN.   But that
> is too simple to be it, as it happens when I run the viewer on the server,
> too. It takes 2 to 10 (or more times) before they save. Same thing for
> uploads such as mesh or images.   Sometimes it works, usually not.  I would
> guess I get an script or image loaded first time less than 20% of the
> time.It is as if the server never heard from the viewer to begin comm.
>  I wait a few seconds, hit a space, save, wait, type a space, save over and
> over until it finally does save.
>
> But I can remote out to another computer at work or at a friends, log on,
> and it works much more reliably, almost every time.Bulk uploads are
> useless to me locally, as it will fail on the 1st or 2nd item almost every
> time.  So I remote out to another machine and use the WAN to bulk upload
> from my dropbox when I have a lot of things to bring in.
>
> I can save a script into inventory every time.  It will compile and save,
> then I drag and drop it into the prim and it will always work.Unless
> there is a syntax error, of course.   Inventory must save via a different
> comm pathway.
>
> Possibly related: Opening a box that I have been working on will quit
> showing the inventory in the box periodically.  Usually good for a dozen or
> two dozen edits, sometimes more.   I have to keep the script open or I
> would never get anything to load.  But sometimes I have to close the edit
> window to edit something else, and  the box that has been working will no
> longer open and show me the insides. The only cure is to log out of the
> simulator  and relog to go back to editing.
>
> Fred Beckhusen/Ferd Federix
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Need help with a serious LAG problem

2015-03-17 Thread Dahlia Trimble
You may want to double check all of your network configurations for your
regions and on your local lan and firewall to make sure nothing is sharing
the same ports and IP addresses.

I've also found that sometimes some home routers are just not all that
robust and an occasional reboot works wonders towards keeping things
running smoothly.

On Tue, Mar 17, 2015 at 10:05 PM, Thomas Ringate  wrote:

>   Seth,
> I read your mantis and made a comment in it.  I will do some more looking
> now that I understand the problem and make sure my issue is indeed the same
> thing.
>
> For some reason removing my domain name and using my IP address in it’s
> place on one server appears to have helped but that could be a false
> impression I got since things were working fairly well before I did that.
>
> My experience to date is that until I reboot my servers they stay in a
> messed up state and lots of thing go wrong like IM’s get totally dropped,
> and tp’s stop working even between regions on the same server with messages
> saying they can not establish a connection.  Oddly enough I can usually tp
> to LBSA and often then get to the failed region.  If I reboot everything,
> then it is back to normal until this happens again.
>
> Sometimes I find the regions already like this when I log on.
>
> Tom
>
>
>  *From:* Seth Nygard 
> *Sent:* Tuesday, March 17, 2015 10:20 PM
> *To:* opensim-users@opensimulator.org
> *Subject:* [Opensim-users] Need help with a serious LAG problem
>
>  This is a known problem, and one that has been previously reported.  See
> the following Mantis bug report;
> http://opensimulator.org/mantis/view.php?id=7393
>
> I invite you to add your experiences to the Mantis report, and ideally if
> you can collect any data and provide it back to the devs it could be a big
> help in identifying what specifically is going on.  The more data that
> shows what is happening the better chance they have of finding the cause.
>
> I have seen this issue happen when users visit a sim, and they have poor
> network connections, such as those using satellite or tethered cell
> phones.  We have also seen this with some visitors from university dorms
> where there appears to be throttling on their end, as well as others to
> varying degrees.  I have been monitoring this long enough I know of several
> visitors that when they arrive I know problems are likely to follow soon.
>
> As you have seen, this problem seems grow worse as the number of avis in
> the region increases.  For a while things will be ok, but if you have
> console access and monitor the throttles that is generally one of the early
> indicators that problems may arise.  If things clear up quick enough the
> sim will recover with little to no visible impact in the region.  However
> once things go on past a certain point, then you will see SimFPS and time
> dilation affected, this is then when chat lag and movement within the
> region are affected for everyone.  If the problems are bad enough then
> threads get stalled and you sill see a large number of avis get kicked out
> at the same time due to timeouts.
>
> --
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Need help with a serious LAG problem

2015-03-17 Thread Dahlia Trimble
er [LLUDPSERVER]: Received a
> resend of already processed packet #571, type AgentAnimation from Michellie
> sky
> 2015-03-17 20:45:21,822 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #5157, type AgentAnimation from Jessie
> Campbell
> 2015-03-17 20:45:21,822 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #5158, type AgentAnimation from Jessie
> Campbell
> 2015-03-17 20:45:22,015 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #1631, type AgentAnimation from Rob Stone
> 2015-03-17 20:45:22,046 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #5164, type ImprovedInstantMessage from
> Jessie Campbell
> 2015-03-17 20:45:22,314 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #6870, type AgentAnimation from Slow
> Putzo
> 2015-03-17 20:45:22,315 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #6871, type ChatFromViewer from Slow
> Putzo
> 2015-03-17 20:45:22,329 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #6872, type AgentAnimation from Slow
> Putzo
> 2015-03-17 20:45:22,330 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #6873, type ChatFromViewer from Slow
> Putzo
> 2015-03-17 20:45:22,805 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #639, type AgentAnimation from Michellie
> sky
> 2015-03-17 20:45:22,847 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #1654, type
> RequestObjectPropertiesFamily from Rob Stone
> 2015-03-17 20:45:23,301 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #1672, type
> RequestObjectPropertiesFamily from Rob Stone
> 2015-03-17 20:45:23,665 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #645, type RequestObjectPropertiesFamily
> from Michellie sky
> 2015-03-17 20:45:24,064 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #1712, type
> RequestObjectPropertiesFamily from Rob Stone
> 2015-03-17 20:45:24,096 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #5188, type ImprovedInstantMessage from
> Jessie Campbell
> 2015-03-17 20:45:24,246 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #1724, type
> RequestObjectPropertiesFamily from Rob Stone
> 2015-03-17 20:45:24,547 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #6621, type AgentAnimation from Sydney
> Idealist
> 2015-03-17 20:45:24,893 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #6914, type ParcelPropertiesRequest from
> Slow Putzo
>
>  *From:* Dahlia Trimble 
> *Sent:* Tuesday, March 17, 2015 8:29 PM
> *To:* opensim-users@opensimulator.org
> *Subject:* Re: [Opensim-users] Need help with a serious LAG problem
>
>  I went there, everything loaded fairly quickly and I didn't notice any
> lag except for a breif moment when I opened the map.
>
> On Tue, Mar 17, 2015 at 5:04 PM, Thomas Ringate 
> wrote:
>
>>   I am at a loss for where to look for a serious LAG problem on more
>> than one of my regions.
>> I run 3 servers, each run individual instances for the regions they host.
>> Normally things run fairly good but for the past couple of weeks LAG has
>> become a real problem.
>> Today with three avatars on one region we could not move.  I rebooted the
>> server to restart all the regions on it with no help at all for the LAG
>> problem.
>> I then deleted the region,, dropped the database, and restarted it to
>> make it a bump in the ocean kind of region.
>> The three of us returned, and now we could move.  Prior to doing this I
>> turned off scripts and in fact all scripts did stop.  That had no effect on
>> the region at all.
>> I then restored the original region 

Re: [Opensim-users] Need help with a serious LAG problem

2015-03-17 Thread Dahlia Trimble
I went there, everything loaded fairly quickly and I didn't notice any lag
except for a breif moment when I opened the map.

On Tue, Mar 17, 2015 at 5:04 PM, Thomas Ringate  wrote:

>   I am at a loss for where to look for a serious LAG problem on more than
> one of my regions.
> I run 3 servers, each run individual instances for the regions they host.
> Normally things run fairly good but for the past couple of weeks LAG has
> become a real problem.
> Today with three avatars on one region we could not move.  I rebooted the
> server to restart all the regions on it with no help at all for the LAG
> problem.
> I then deleted the region,, dropped the database, and restarted it to make
> it a bump in the ocean kind of region.
> The three of us returned, and now we could move.  Prior to doing this I
> turned off scripts and in fact all scripts did stop.  That had no effect on
> the region at all.
> I then restored the original region with a database restore and went to
> the region alone.  Everything was just fine.  I then asked one of the
> people to return and as soon as that avatar started to arrive with the
> white puff of smoke I was frozen and could not move.  After about five
> minutes, and she has rezzed, we once again could both move about.  We asked
> the third person to come back and at that point all avatars were frozen in
> place and it took almost 10 minutes before we could move at all.
> Unfortunately once we started to move we could not stop.
>
> I decided to use the return objects function in β€œabout land” to clear the
> region and it took forever for that function to even display the lines
> where you could return objects.  I finally succeeded in returning all the
> objects, but that did not solve the lag problem.  The region now did not
> have a single prime on it.
>
> It was then I decided to look at the log file and see if anything there
> might tell me what was going on.
>
> I see hundreds of the following types of messages in the log file as each
> avatar arrived.
>
> 2015-03-17 17:47:20,867 DEBUG -
> OpenSim.Region.ClientStack.LindenUDP.LLUDPServer [LLUDPSERVER]: Received a
> resend of already processed packet #24386, type AgentCachedTexture from
> lila stone
>
> Page after page of them.  This tells me something must be going wrong with
> my internet but what?  Everything else works just fine.  Both the other
> things running on the servers, and the many devices we have in our home
> using the internet.  We have Verizon FIOS 75/75 so we have plenty of
> speed.  My opensim ran perfectly on my old roadrunner service back a few
> years ago and that was a 3mb service.  Hard to say what speed I had on the
> outbound packets.
>
> I need help looking for what is causing this problem but do not know where
> to start.
>
> Other symptoms of the problem are when you type into chat and it takes
> 20-30 seconds to appear in the chat window.  I see many timeouts with
> communications to OSgrid as well.
>
> Today the LAG was not just on my regions, I went to wright plaza but could
> never actually arrive, the viewer simply closed down as I arrived and I saw
> a brief glimpse of the plaza.  I went to some other plaza, can’t remember
> its name and could hardly move there either.
>
> Other people are not having this problem it appears, so it is focused on
> anything that is using my internet connection I believe.  I have not
> changed anything for over two years, no hardware, or configuration settings.
>
> HELP what do I look for?
>
> Oh yes, the servers are 8 core AMD machines with 8GB ram with only 35% of
> memory used.  Looking at β€œtop” they are not even loafing let alone busy.
> Right now it says the server I have the really bad region running on is
> 97% idle.
>
> If someone wants to experience it for themselves, go to Tranquil Bay, it
> is the worst of the land regions I am running and the one we worked with
> today.  It has around 7,000 prims on it.  That is less than most of my
> regions.
>
> Tom
>
>
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Proposal for a new OSSL function

2015-03-16 Thread Dahlia Trimble
It *always* would need to scan the entire region contents because
OpenSimulator lacks the ability to do spatial queries in any way other than
a linear search.

Sorry but I don't see the benefit of having the sim developers need to
maintain extra complexity so your script can have a few less lines of code.

On Mon, Mar 16, 2015 at 5:34 AM, Chris  wrote:

>  My idea was to make it easier to get this information (from an LSL
> standpoint) directly where it's called. So you could have something like
> this:
>
> list objDetails = osGetObjectNameDetails(["Chair"], OBJECT_NAME |
> OBJECT_POS);
> string objName = llList2String(objDetails, 0);
> vector objPos = llList2Vector(objDetails, 1);
>
> or perhaps iterate through the list if more than one set of data is
> returned.
>
> Code complexity (Understood that it would not be reduced server side) is
> reduced on the script side of things.
>
> I do agree that scanning an entire region by default would put a lot of
> load on the simulator which is why I also provided the option of limiting
> the scan distance. Perhaps it would be better to remove the list
> osGetObjectNameDetails(list names, list params) and just have list
> osGetObjectNameDetails(list names, float range, list params) so it would
> force the user of the function to think about the distance needed to
> acquire this information; maybe even make a max distance for this function
> configurable in OpenSim.ini so that it can't scan further than that from
> that configured point of origin?
>
> Potential for abuse is always a concern; I would think this function would
> fit in a Threat level of possibly at least High but probably at least
> VeryHigh. Then there's always the Allow_* configuration to disable this
> completely if an operator doesn't want this used at all or to only allow it
> for certain users.
>
> I do understand that event usage is commonplace but we still have os*
> functions such as the notecard functions that skip their related events
> entirely, which in my opinion, is very useful as it makes it very easy to
> gather and manipulate data "on the spot" in a relatively short amount of
> scripting. In the case of osGetNotecardLine() for instance it's very simple
> to read a line in a notecard in just one line of code. With
> llGetNotecardLine() a dataserver event would need to be set up as well as
> its respective scripting in that event to handle the data, increment the
> line count, etc. osGetNotecardLine() in combination with
> osGetNumberOfNotecardLines() with a loop of some kind results in initially
> a much shorter much easier to implement notecard reader.
>
> While I understand completely about the concerns of simulator load on a
> region scan; I'm not quite understanding (if hypothetically this function
> was implemented) the concern of having an "event-less" data return?
>
>
> On 3/13/2015 3:25 PM, R.Gunther wrote:
>
> I expected the OSSL works also with UUID you get from sensor. llGetObject
> details works very good for me, except am misisng the object size.
> I have a workaround for that. But a command that need to scan the whole
> sim to get something. I agree with dahlia, bad idea.
>
> On 2015-03-13 21:12, Dahlia Trimble wrote:
>
>   Some initial thoughts
>
>  Why not a function that returns a uuid for a name? Actually this could be
> done with a sensor now. No need to duplicate llGetObjectDetails
> functionality, just call it once you get the uuid.
>
>  Such a function would need to scan every object in the region for a name
> match, similar to how a sensor would do it. This can put a lot of load on
> the simulator and could tie up internal data structures until the scan
> completes, possibly preventing other more critical code from executing. If
> such functionality was added, it would likely need to be throttled to
> prevent abuse and/or use events to return results similar to sensors now.
> Perhaps another approach might be to get rid of the sensor distance limit,
> or relax it in favor of some other penalty such as a script delay if a
> further distance is requested. This would, however, deviate from the SL API
> documented behavior and as such would probably need to go into a os*
> function.
>
>  Sorry, I don't accept the argument that it reduces code complexity, it
> only moves the complexity into the simulator code. Script event patterns
> are quite common and well understood by the community and have the
> advantage that, when used properly in place of other patterns (loops, etc),
> help the simulator run better.
>
> On Fri, Mar 13, 2015 at 12:10 PM, Chris  wrote:
>
>> Getting an object's size would be a really nice addition; but going by
>>

Re: [Opensim-users] Proposal for a new OSSL function

2015-03-13 Thread Dahlia Trimble
Some initial thoughts

Why not a function that returns a uuid for a name? Actually this could be
done with a sensor now. No need to duplicate llGetObjectDetails
functionality, just call it once you get the uuid.

Such a function would need to scan every object in the region for a name
match, similar to how a sensor would do it. This can put a lot of load on
the simulator and could tie up internal data structures until the scan
completes, possibly preventing other more critical code from executing. If
such functionality was added, it would likely need to be throttled to
prevent abuse and/or use events to return results similar to sensors now.
Perhaps another approach might be to get rid of the sensor distance limit,
or relax it in favor of some other penalty such as a script delay if a
further distance is requested. This would, however, deviate from the SL API
documented behavior and as such would probably need to go into a os*
function.

Sorry, I don't accept the argument that it reduces code complexity, it only
moves the complexity into the simulator code. Script event patterns are
quite common and well understood by the community and have the advantage
that, when used properly in place of other patterns (loops, etc), help the
simulator run better.

On Fri, Mar 13, 2015 at 12:10 PM, Chris  wrote:

> Getting an object's size would be a really nice addition; but going by how
> llGetScale() functions I believe it would be limited to getting just the
> root prim's size rather than overall size if I'm thinking about this
> correctly.
>
>
> On 3/13/2015 2:03 PM, R.Gunther wrote:
>
>> One thing that llGetObject detail is missing is to get the prim size. so
>> if this command get add. i hope the add the object size too.
>>
>>
>> On 2015-03-13 20:00, Chris wrote:
>>
>>> Hello all,
>>>
>>> I have a proposal for a new OSSL function that could possibly prove
>>> useful: osGetObjectNameDetails()
>>>
>>> I would have sent this to the opensim-dev mailing list but I'm unsure
>>> now of where this is located and how to sign up for that list since the old
>>> mailing list locations are now gone. Can someone please point me in the
>>> right direction? :)
>>>
>>> This proposal has also been posted at http://opensimulator.org/wiki/
>>> OSSL_Proposals
>>>
>>> Thank you in advance for the consideration!
>>>
>>> --
>>> Function:
>>> --
>>>
>>> list osGetObjectNameDetails(list names, list params);
>>> list osGetObjectNameDetails(list names, float range, list params);
>>>
>>> -
>>> Description:
>>> -
>>>
>>> Would work similarly to llGetObjectDetails() but has the advantage of
>>> specifying for an object's name (or list of names) instead of by key. If
>>> more than one name match is found then the return list will have those
>>> matches (or groups of matches if more than one parameter is supplied)
>>> sorted in order from nearest to furthest from the prim calling
>>> osGetObjectNameDetails. By default this would scan the entire region but
>>> optionally a range can be specified to only search within a certain radius
>>> similar to llSensor().
>>>
>>> This has potential, for most single item situations at least, eliminate
>>> the need for an llSensor() call and also eliminate the need for a sensor
>>> event thus reducing code complexity and make for very easy and very quick
>>> data collection to be further processed upon.
>>>
>>> -
>>> Example:
>>> -
>>>
>>> list objDetails;
>>>
>>> default
>>> {
>>> state_entry()
>>> {
>>> //Example 1:
>>> //For this example assume this prim is located at <128, 125, 30>
>>> and we have two objects named 'Chair'.
>>> //'Chair' #1 is located at <128, 128, 30> and owned by avatar
>>> UUID 5f9c7c6c-f2c9-4196-8d8d-07cdeb71821a
>>> //'Chair' #2 is located at <128, 130, 30> and owned by avatar
>>> UUID 1c612fb2-748c-4a1a-ad57-27f488210c06
>>>
>>> objDetails = osGetObjectNameDetails(["Chair"], OBJECT_NAME |
>>> OBJECT_POS | OBJECT_OWNER);
>>>
>>> llOwnerSay(llDumpList2String(objDetails, ", "));
>>>
>>> //llOwnerSay() output should be: Chair, <128, 128, 30>,
>>> 5f9c7c6c-f2c9-4196-8d8d-07cdeb71821a, Chair, <128, 130, 30>,
>>> 1c612fb2-748c-4a1a-ad57-27f488210c06
>>>
>>> //--
>>> 
>>> 
>>>
>>> //Example 2:
>>> //For this example assume everything stays the same as in
>>> Example 1 except that we're specifying a range.
>>>
>>> objDetails = osGetObjectNameDetails(["Chair"], 5.0, OBJECT_NAME
>>> | OBJECT_POS | OBJECT_OWNER);
>>>
>>> llOwnerSay(llDumpList2String(objDetails, ", "));
>>>
>>> //llOwnerSay() output should be: Chair, <128, 128, 30>,
>>> 5f9c7c6c-f2c9-4196-8d8d-07cdeb71821a
>>>
>>> //--
>>> ---

Re: [Opensim-users] How to set up autobackup

2015-02-23 Thread Dahlia Trimble
.
>
> ; AutoBackupDilationThreshold: float. Default: 0.5. Lower bound on time
> dilation required for BusyCheck heuristics to pass.  If the time dilation
> is below this value, don't take a backup right now.
>
> ; AutoBackupAgentThreshold: int. Default: 10. Upper bound on # of agents
> in region required for BusyCheck heuristics to pass.  If the number of
> agents is greater than this value, don't take a backup right now.
>
> ; AutoBackupKeepFilesForDays: int. Default: 0.
>
> ;   1) number of days to keep backups (0 the default value will disable
> this option).
>
> ;   2) After each backup, remove all oars in the backup directory that are
> older than the specified number of days.
>
> ;note: if the user set the bin directory as the backup location, only
> oar files are removed. There is no way to know if an oar was created by
> auto-backup, or manually created or uploaded. It is not recommended to use
> the bin directory for your auto backups for this reason.
>
>
>
> ; Example:
>
> ;[AutoBackupModule]
>
> ;AutoBackupModuleEnabled = true
>
> ;AutoBackup = true
>
> ;AutoBackupInterval = 30
>
> ;AutoBackupBusyCheck = false
>
> ;AutoBackupThreshold = 1
>
> ;AutoBackupSkipAssets = false
>
> ;AutoBackupKeepFilesForDays = 30
>
> ;AutoBackupNaming = Time
>
> ;AutoBackupDir = /var/opensim/backup/test/
>
>
>
> Tom
>
> *From:* Dahlia Trimble 
>
> *Sent:* Monday, February 23, 2015 6:11 AM
>
> *To:* opensim-users@opensimulator.org
>
> *Subject:* Re: [Opensim-users] How to set up autobackup
>
>
>
> I had a typo in the last message; I had changed the time to 12 hours after
> the test but before copy/pasting. The time is specified in minutes and for
> 1 hour it would be:
>
>
> AutoBackupInterval = 60
>
>
>
> On Mon, Feb 23, 2015 at 2:56 AM, Dahlia Trimble 
> wrote:
>
> The AutoBackupModule is in OpenSim.Region.OptionalModules.dll. I'm not
> sure of the origins of the code, if it works properly, or if it is fully
> implemented or maintained.
>
>
> I added the following to the bottom of *OpenSim.ini* and it appears to
> work:
>
> [AutoBackupModule]
> AutoBackupModuleEnabled = true
> AutoBackup = true
> AutoBackupInterval = 720
> AutoBackupSkipAssets = true
> AutoBackupKeepFilesForDays = 5
> AutoBackupDir = ../backups/
>
> After an hour I found a oar file in the specified directory. There were
> also console messages showing output from the save oar task.
>
>
>
>
>
> On Mon, Feb 23, 2015 at 1:28 AM, Unadecal Arado 
> wrote:
>
> Hello again Thomas, I managed to work this out. I rummaged through some
> txt files I have been collecting with various configuration hacks collected
> through chatting to other sim owners in OSGrid  and I found this:
>
>
>
> [AutoBackupModule]
>
>
>
> ;; default is module is disabled at the top level
>
>
>
> AutoBackupModuleEnabled = true
>
> AutoBackup = true
>
> AutoBackupInterval = 1440
>
> AutoBackupBusyCheck = true
>
> AutoBackupNaming = time
>
> AutoBackupDir = "D:\OARBackups\"
>
> AutoBackupThreshold = 1
>
>
>
> I'm not sure what AutoBackupThreshold does, it might be an error in
> invoking AutoBackupdilationThreshold since it seems to be undocumented.
>
>
>
> At any rate, the key ingredient there seems to be AutoBackup = true to
> enable the feature. It started working after I added this.
>
>
>
> As a matter of interest, I run the base OS distro and the Metropolis
> distro, both at the 0.8.0.3 version level on Windows and there isn't a
> separate Autobackup module, but the feature works. Also, the Windows build
> seems to be happy with both UNIX and DOS style file paths.
>
>
>
> As an aside, I don't think that having autoBackup as an interval from
> uptime is the best way to go about this. It works if the sim is undergoing
> constant change and you set the intervals short enough, such as 30, 60 or
> 120 minutes. In any given day, then, you are bound to have several OARs,
> which is great.
>
>
>
> On the other hand, if the sim is fairly static or you are keen to minimize
> overheads and set the intervals to 12 or 24 hours because you don't need
> more than 1 or two OARs per day, using Autobackup might not work,
> particularly if the simulator restarts for whatever reason (most of my
> simulators are set to restart daily). In that case, Autobackup might chase
> a time interval which will never come.
>
>
>
> It would be great if we had a key called AutoBackupTime = hh:mm, which
> schedules a backup for hh:mm no matter what if set, an

Re: [Opensim-users] How to set up autobackup

2015-02-23 Thread Dahlia Trimble
I had a typo in the last message; I had changed the time to 12 hours after
the test but before copy/pasting. The time is specified in minutes and for
1 hour it would be:

AutoBackupInterval = 60

On Mon, Feb 23, 2015 at 2:56 AM, Dahlia Trimble 
wrote:

> The AutoBackupModule is in OpenSim.Region.OptionalModules.dll. I'm not
> sure of the origins of the code, if it works properly, or if it is fully
> implemented or maintained.
>
> I added the following to the bottom of *OpenSim.ini* and it appears to
> work:
>
> [AutoBackupModule]
> AutoBackupModuleEnabled = true
> AutoBackup = true
> AutoBackupInterval = 720
> AutoBackupSkipAssets = true
> AutoBackupKeepFilesForDays = 5
> AutoBackupDir = ../backups/
>
> After an hour I found a oar file in the specified directory. There were
> also console messages showing output from the save oar task.
>
>
>
>
> On Mon, Feb 23, 2015 at 1:28 AM, Unadecal Arado 
> wrote:
>
>> Hello again Thomas, I managed to work this out. I rummaged through some
>> txt files I have been collecting with various configuration hacks collected
>> through chatting to other sim owners in OSGrid  and I found this:
>>
>>  [AutoBackupModule]
>>
>>  ;; default is module is disabled at the top level
>>
>>  AutoBackupModuleEnabled = true
>>  AutoBackup = true
>>  AutoBackupInterval = 1440
>>  AutoBackupBusyCheck = true
>>  AutoBackupNaming = time
>>  AutoBackupDir = "D:\OARBackups\"
>>  AutoBackupThreshold = 1
>>
>> I'm not sure what AutoBackupThreshold does, it might be an error in
>> invoking AutoBackupdilationThreshold since it seems to be undocumented.
>>
>> At any rate, the key ingredient there seems to be AutoBackup = true to
>> enable the feature. It started working after I added this.
>>
>> As a matter of interest, I run the base OS distro and the Metropolis
>> distro, both at the 0.8.0.3 version level on Windows and there isn't a
>> separate Autobackup module, but the feature works. Also, the Windows build
>> seems to be happy with both UNIX and DOS style file paths.
>>
>> As an aside, I don't think that having autoBackup as an interval from
>> uptime is the best way to go about this. It works if the sim is undergoing
>> constant change and you set the intervals short enough, such as 30, 60 or
>> 120 minutes. In any given day, then, you are bound to have several OARs,
>> which is great.
>>
>> On the other hand, if the sim is fairly static or you are keen to
>> minimize overheads and set the intervals to 12 or 24 hours because you
>> don't need more than 1 or two OARs per day, using Autobackup might not
>> work, particularly if the simulator restarts for whatever reason (most of
>> my simulators are set to restart daily). In that case, Autobackup might
>> chase a time interval which will never come.
>>
>> It would be great if we had a key called AutoBackupTime = hh:mm, which
>> schedules a backup for hh:mm no matter what if set, and then at
>> AutoBackupInterval after that. Yhis way, OAR generation might be more
>> predictable at longer intervals.
>>
>> Unadecal
>>
>> On 23 February 2015 at 06:22, Unadecal Arado 
>> wrote:
>>
>>> [Update]
>>>
>>> I got curious, so I read the relevant Wiki pge (
>>> http://opensimulator.org/wiki/Feature_Proposals/AutoBackup), selected a
>>> currently unused simulator running Metropolis 0803, which is the current
>>> version, inserted  this section in the Opensim.ini file:
>>>
>>> [AutoBackupModule]
>>> AutoBackupModuleEnabled = true
>>> AutoBackupInterval = 10
>>> AutoBackupDir = /Googledrive/Opensim-005/Embassy/OAR/
>>> AutoBackupNaming = Time
>>> AutoBackupBusyCheck=False
>>>
>>> I then restarted the simulator and verified that the AutoBackup
>>> configuration had taken effect by way of the "config show" console command.
>>> It all seemed set, but there are no backups taking place. I have no clues
>>> to follow at this point since the log does not provide any details at all.
>>>
>>>
>>>
>>> On 22 February 2015 at 22:22, Unadecal Arado 
>>> wrote:
>>>
>>>> I'm not sure if your configuration is not being read correctly, which
>>>> is strange because you reference AutoBackup config parameters in your
>>>> StandaloneCommon.ini (I assume you include this file in your Opensim.ini)
>>>> and also in your regions file.
>>>>
>>>> Have you tried add

Re: [Opensim-users] How to set up autobackup

2015-02-23 Thread Dahlia Trimble
The AutoBackupModule is in OpenSim.Region.OptionalModules.dll. I'm not sure
of the origins of the code, if it works properly, or if it is fully
implemented or maintained.

I added the following to the bottom of *OpenSim.ini* and it appears to work:

[AutoBackupModule]
AutoBackupModuleEnabled = true
AutoBackup = true
AutoBackupInterval = 720
AutoBackupSkipAssets = true
AutoBackupKeepFilesForDays = 5
AutoBackupDir = ../backups/

After an hour I found a oar file in the specified directory. There were
also console messages showing output from the save oar task.




On Mon, Feb 23, 2015 at 1:28 AM, Unadecal Arado 
wrote:

> Hello again Thomas, I managed to work this out. I rummaged through some
> txt files I have been collecting with various configuration hacks collected
> through chatting to other sim owners in OSGrid  and I found this:
>
>  [AutoBackupModule]
>
>  ;; default is module is disabled at the top level
>
>  AutoBackupModuleEnabled = true
>  AutoBackup = true
>  AutoBackupInterval = 1440
>  AutoBackupBusyCheck = true
>  AutoBackupNaming = time
>  AutoBackupDir = "D:\OARBackups\"
>  AutoBackupThreshold = 1
>
> I'm not sure what AutoBackupThreshold does, it might be an error in
> invoking AutoBackupdilationThreshold since it seems to be undocumented.
>
> At any rate, the key ingredient there seems to be AutoBackup = true to
> enable the feature. It started working after I added this.
>
> As a matter of interest, I run the base OS distro and the Metropolis
> distro, both at the 0.8.0.3 version level on Windows and there isn't a
> separate Autobackup module, but the feature works. Also, the Windows build
> seems to be happy with both UNIX and DOS style file paths.
>
> As an aside, I don't think that having autoBackup as an interval from
> uptime is the best way to go about this. It works if the sim is undergoing
> constant change and you set the intervals short enough, such as 30, 60 or
> 120 minutes. In any given day, then, you are bound to have several OARs,
> which is great.
>
> On the other hand, if the sim is fairly static or you are keen to minimize
> overheads and set the intervals to 12 or 24 hours because you don't need
> more than 1 or two OARs per day, using Autobackup might not work,
> particularly if the simulator restarts for whatever reason (most of my
> simulators are set to restart daily). In that case, Autobackup might chase
> a time interval which will never come.
>
> It would be great if we had a key called AutoBackupTime = hh:mm, which
> schedules a backup for hh:mm no matter what if set, and then at
> AutoBackupInterval after that. Yhis way, OAR generation might be more
> predictable at longer intervals.
>
> Unadecal
>
> On 23 February 2015 at 06:22, Unadecal Arado 
> wrote:
>
>> [Update]
>>
>> I got curious, so I read the relevant Wiki pge (
>> http://opensimulator.org/wiki/Feature_Proposals/AutoBackup), selected a
>> currently unused simulator running Metropolis 0803, which is the current
>> version, inserted  this section in the Opensim.ini file:
>>
>> [AutoBackupModule]
>> AutoBackupModuleEnabled = true
>> AutoBackupInterval = 10
>> AutoBackupDir = /Googledrive/Opensim-005/Embassy/OAR/
>> AutoBackupNaming = Time
>> AutoBackupBusyCheck=False
>>
>> I then restarted the simulator and verified that the AutoBackup
>> configuration had taken effect by way of the "config show" console command.
>> It all seemed set, but there are no backups taking place. I have no clues
>> to follow at this point since the log does not provide any details at all.
>>
>>
>>
>> On 22 February 2015 at 22:22, Unadecal Arado 
>> wrote:
>>
>>> I'm not sure if your configuration is not being read correctly, which is
>>> strange because you reference AutoBackup config parameters in your
>>> StandaloneCommon.ini (I assume you include this file in your Opensim.ini)
>>> and also in your regions file.
>>>
>>> Have you tried adding these parameters directly into your Opensim.ini?
>>>
>>> You might also want to set AutoBackupBusyCheck=False, since it could
>>> also be that the module is procrastinating for some unknown reason.
>>>
>>> Hope this helps,
>>>
>>> Unadecal
>>>
>>> On 22 February 2015 at 21:36, Thomas Ringate  wrote:
>>>
   I can’t figure out what it is I am doing wrong.  I want to set up
 autobackup but it is not working for me.

 I placed the following into my StandaloneCommon.ini file.

 [AutoBackupModule]
 AutoBackupModuleEnabled = true
 AutoBackupInterval = 30
 AutoBackupDir = /var/opensim/backup/OAR/test/
 AutoBackupNaming = Time

 My expectations were this would set this for all of my regions as their
 default and if I wanted something different in a specific region I could
 set new values in that region.

 I let the simulator run for a few hours and no OAR’s were created at
 all.

 I then added the following to one of my regions.

 AutoBackupModuleEnabled = true
 AutoBackupInterva

Re: [Opensim-users] Dynamic textures and their OSSL functions

2015-02-22 Thread Dahlia Trimble
A quick peek at the code suggests they are only stored in the local region
cache, so how long they are stored would depend on how long the expire time
is set for on your region cache. They are probably also stored in viewer
caches. They don't appear to be stored in a asset server.

On Sun, Feb 22, 2015 at 9:28 PM, Chris  wrote:

> Hello all, a couple of quick questions about dynamic textures and the OSSL
> functions that use them.
>
> Do dynamic textures persist as assets in the database or are they flushed
> when not in use anymore?
>
> On http://opensimulator.org/wiki/Category:OSSL_Functions in the 'Prim
> Drawings' section of the list; Do these functions create dynamic textures
> in order to function, and if so, does the above question also apply?
>
> I'm planning on writing a billboard / whiteboard sort of script which will
> have a high tendency of being updated frequently and I am a tad concerned
> about ever growing assets with this sort of usage :)
>
> Thank you!
>
> --
> OpenSim: 10 Region Standalone on 0.7.6 Dev
> Physics: Open Dynamics Engine
> OS: Windows 7 (x64)
> CPU: AMD FX 8320 8-Core 3.5 GHz
> Memory: 16 GB DDR3
> Database: MySQL 5.1.63 (x64)
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] that ol' phantoms on megaregions issue

2015-02-18 Thread Dahlia Trimble
No, a varregion is a single region of variable size. A megaregion is a
single region that tries to mimic several traditionally sized regions.
Varregions require varregion-capable viewers where megaregions should work
with any viewer.

On Wed, Feb 18, 2015 at 9:01 PM, Ian Sheldrick 
wrote:

> I just started working with varregions and was a bit surprised about the
> CombineContiguousRegions=false setting.  I know it works, but I don't quite
> understand the logic because surely in a varregion what you have is
> precisely a "combination of contiguous regions".
>
>
> On 19 February 2015 at 10:48, CiderJack 
> wrote:
>
>> As a matter of fact, after reading that megaregions have basically been
>> deprecated I did change to varregion. However I didn't try it with an
>> existing megaregion, I started completely fresh. It works just fine now,
>> though so far it only seems to work in my local vanilla OpenSim install.
>>
>> Now I'm running into issues when uploading to Kitely. I've opened a
>> thread on Kitely forums if anyone is curious:
>> http://www.kitely.com/forums/viewtopic.php?f=8&t=2520
>>
>> One further related question however:
>> I am assuming that 'CombineContiguousRegions' needs to be set to 'false'
>> or disabled when using varregion. Is this the case? When testing this,
>> setting to 'true' seems to cause problems for building outside the root
>> 256^2. Just asking for clarity, at this point I don't know what to expect
>> anymore! :)
>>
>> Thanks,
>>
>> ~!CJ
>>
>>
>>
>> On 2015-02-19 14:33, Justin Clark-Casey wrote:
>>
>>> Have you tried switching to a varregion?  I want to say that you can
>>> do this with an existing megaregion config and it will work (don't
>>> quote me).  I do suggest doing this if at all possible.
>>>
>>> I know there are load oar parameters [1] specifically for loading
>>> 256x256 regions into a larger varregion.  I don't know how well they
>>> would work for megaregions.
>>>
>>> If you're doing something with Kitely then you would have to ask them
>>> directly as I hear they have proprietary megaregion code.
>>>
>>> [1] http://opensimulator.org/wiki/Load_Oar
>>>
>>> On 16/02/15 23:06, opensim.us...@katijackstudio.com wrote:
>>>
 Thanks for the help, Chris.

 I tried rezzing & editing on the regions with ephemeral objects, and
 rezzed objects behave as expected, that is, as normal.

 I have tried saving & reloading the megaregion oar in question, with no
 success. What I mean is, the whole megaregion
 saved/loaded as a single oar, but it didn't fix the problem. Also tried
 it with 'fix-phantom' & backup both before and
 after, and even rebooted the server which didn't do the trick either.

 This would suggest (as you noted) that 256^2 regions cannot be loaded
 individually into a megaregion and still function,
 although I think in some of my reading about this issue I had seen
 where people were doing just that and having it work
 for them (I could be mistaken about this).

 Can individual regions be saved from a megaregion as individual oar
 files? Guess I need to test that, because at this
 point the only solution I can think is to completely rebuild those
 three non-root-sims. :|

 ~!CJ


 On 2015-02-16 19:55, Chris wrote:

> I'm unsure of how an OAR would react if it was saved from originally a
> 256x256 region and then loaded to a megaregion but can you rez
> anything from inventory and it be edit-able ? You could also try
> saving an OAR of the mega region with the stuff on it, then reload
> from that OAR, it may or may not help. Beyond that I am unsure :)
>
> On 2/16/2015 12:43 AM, opensim.us...@katijackstudio.com wrote:
>
>> ...and to answer the second part of your question, after disabling
>> megaregions, the ephemeral objects are once again
>> corporeal -- that is, the data loads in the build window, and they
>> are no longer phantom...
>>
>> On 2015-02-16 19:24, opensim.us...@katijackstudio.com wrote:
>>
>>> Actually yes, I did enable megaregions with everything in place BUT
>>> after enabling, I then re-loaded each 256^2 region from individual
>>> oar
>>> files, used 'fix-phantoms' and 'backup' in the console, and then
>>> saved
>>> the whole megaregion oar. At this point the objects on the
>>> non-root-sim are phantom/ephemeral.
>>>
>>> I then loaded other misc. oar files into all four regions of the
>>> megaregion, and then loaded the megaregion oar again just to make
>>> sure
>>> the oar file worked. Everything 'looks' like it's there, but only the
>>> objects on the root sim really are there.
>>>
>>> Since the phantom/ephemeral issue is persisting at this point, I then
>>> do another 'fix-phantoms' and 'backup', waited a few minutes then
>>> rebooted the server. No change, problem persists.
>>>
>>> ~!CJ
>>>
>>>
>>>

Re: [Opensim-users] Reverting from loaded OAR to own region in Sim-on-a-Stick

2015-02-15 Thread Dahlia Trimble
Sorry, but loading an OAR file normally wipes anything that was in the
region previously.  If you didn't save your previous build with the "save
oar" command, it's gone =(

On Sun, Feb 15, 2015 at 1:04 AM, Ian S  wrote:

> Hi all
>
> My first post and a very new member so please forgive if I am on the wrong
> track in asking here, and please treat me educatively   :)
>
> I am starting to investigate the use of Sim on a Stick in a school
> setting.  I have started to make an elementary sim and then have been
> experimenting with some Creative Commons licensed OARs I downloaded.
>
> However,
> * I now cannot work out how to revert to my own sim.  I used the command
> "load oar..." to load the various OARs.  What command will revert me back
> to my own sim?*
> Any help or direction much appreciated.
>
> Ian @ Perth, Australia
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Looking for opensim client-region API

2015-02-12 Thread Dahlia Trimble
I'm afraid you would need to become familiar with the source. IClientAPI is
the interface in OpenSImulator which was intended for adding protocols for
other clients, however it is very complex, very LL-client protocol
specific, and is incomplete (in the sense that not all viewer
communications use it).

Having written several clients and protocols from scratch, including a
webgl client, I can say IClientAPI may not be your best choice for adding a
protocol. I prefer to use the standard region module interface and just
about everything needed for a protocol to support a single-region graphical
client is available there. You would probably need to go beyond it a bit to
support full grid-like behaviors such as region crossing and teleporting,
grid presence and other services.

On Thu, Feb 12, 2015 at 2:30 PM, Serendipity Seraph 
wrote:

> I haven't seen anything quite like that on opensimulator dev pages.  The
> reason I ask is that I am attempting to roughly scope out the shape/amount
> of work for a webgl client.   So a fairly concise statement of
> communication protocols between the two would be useful.
>
> Any leads on the best place to find this or suss it out?  It isn't very
> appealing to wade through the source of and existing client or two.
>
> Am I missing something?
> -s
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] How to compile opensim for windows

2014-12-29 Thread Dahlia Trimble
Compile.bat hasn't worked for me for years. I suspect it may be sensitive
to having multiple compilers and/or framework versions installed. I just
open the .sln file in Visual Studio and compile it there. Lately I've been
using the new Community version of Visual Studio 2013 with excellent
results.

On Mon, Dec 29, 2014 at 11:10 PM, Thomas Ringate  wrote:

>   I feel like a dummy needing to ask this question but after searching
> the forums and reading the simple instructions I believe I am missing
> something rather basic.
>
> I had done this often back a year and a half ago, where I downloaded the
> .ZIP file from the github, unpacked it’s contents into a β€œbuild” directory
> and ran a .bat file that ended up generating a new bin folder I used for
> testing on my development system.
>
> I know I had edited the .bat file I used, to do a few extra things like
> copy in my .ini files etc, save the old bin folder, and move the new bin
> folder in place.
>
> My problem is I long ago deleted that file and the environment I used for
> making those builds.
>
> I read the build instructions and is looks very simple to run.  First run
> the β€œrunprebuild.bat” which results in the β€œcompile.bat” to run which
> should end up with the new bin folder containing the basic set of files for
> opensim.
>
> My problem is the bin folder does end up with several new compiled files
> but there are a few errors along the way, and there is no opensim.exe file
> to run.
>
> .NET 4.5.1, Visual Studio 2010 x64, and Visual Studio 2012 x64
> Redistribution are all installed on my windows 8.1 system which I believe
> is what was on it back when I was doing this before.
>
> What obvious step am I missing?
>
> I kind of remember having to build several temporary directories in the
> old way I did this.  I thought I found an example of the .bat in some β€œhow
> to” tutorial on either opensim or osgrid fourms but nothing turns up when I
> search now.
>
> Here is the end of the compile output showing the last 2 errors and two of
> the warnings.
>
> I tried to reinstall the .NET 4.0 SDK which did run but ended with
> errors.  It said it successfully uninstalled the SDK but then failed to
> reinstall it for reasons only Bill Gates can figure out I think.  The only
> major thing I have done to this system over the past 1.5 years was change
> to an SSD drive and upgrade to windows 8.1 from windows 8.0
>
> "C:\opensim\build\opensim\opensim.sln" (default target) (1) ->
>
> "C:\opensim\build\opensim\OpenSim\Tests\Clients\Presence\OpenSim.Tests.Clients.
> PresenceClient.csproj" (default target) (89) ->
> (GetReferenceAssemblyPaths target) ->
>
> C:\Windows\Microsoft.NET\Framework64\v4.0.30319\Microsoft.Common.targets(983,
> 5): warning MSB3644: The reference assemblies for framework
> ".NETFramework,Vers
> ion=v4.0" were not found. To resolve this, install the SDK or Targeting
> Pack fo
> r this framework version or retarget your application to a version of the
> frame
> work for which you have the SDK or Targeting Pack installed. Note that
> assembli
> es will be resolved from the Global Assembly Cache (GAC) and will be used
> in pl
> ace of reference assemblies. Therefore your assembly may not be correctly
> targe
> ted for the framework you intend.
> [C:\opensim\build\opensim\OpenSim\Tests\Clien
> ts\Presence\OpenSim.Tests.Clients.PresenceClient.csproj]
>
>
> "C:\opensim\build\opensim\opensim.sln" (default target) (1) ->
>
> "C:\opensim\build\opensim\OpenSim\Tests\Clients\Presence\OpenSim.Tests.Clients.
> PresenceClient.csproj" (default target) (89) ->
> (ResolveAssemblyReferences target) ->
>
> C:\Windows\Microsoft.NET\Framework64\v4.0.30319\Microsoft.Common.targets(1605
> ,5): warning MSB3247: Found conflicts between different versions of the
> same de
> pendent assembly.
> [C:\opensim\build\opensim\OpenSim\Tests\Clients\Presence\Open
> Sim.Tests.Clients.PresenceClient.csproj]
>
> C:\Windows\Microsoft.NET\Framework64\v4.0.30319\Microsoft.Common.targets(1605
> ,5): warning MSB3270: There was a mismatch between the processor
> architecture o
> f the project being built "MSIL" and the processor architecture of the
> referenc
> e "C:\Windows\Microsoft.NET\Framework64\v4.0.30319\mscorlib.dll", "AMD64".
> This
> mismatch may cause runtime failures. Please consider changing the targeted
> pro
> cessor architecture of your project through the Configuration Manager so
> as to
> align the processor architectures between your project and references, or
> take
> a dependency on references with a processor architecture that matches the
> targe
> ted processor architecture of your project.
> [C:\opensim\build\opensim\OpenSim\T
> ests\Clients\Presence\OpenSim.Tests.Clients.PresenceClient.csproj]
>
> (ResolveAssemblyReferences target) ->
>
> C:\Windows\Microsoft.NET\Framework64\v4.0.30319\Microsoft.Common.targets(1605
> ,5): warning MSB3247: Found conflicts between different versions of the
> same de
> pendent assembly. [C:\opensim\build\opensim\OpenSim\Server\R

Re: [Opensim-users] Opensim Performance

2014-12-06 Thread Dahlia Trimble
Sure, a mesh chair is a good example. Thr visible chair can have hundreds,
even thousands of triangles in a small area. It may not be necessary to
make them completely phantom however. Using a simple cantilever shape for a
collision mesh could provide semi-realistic collisions for many cases and
probably would not require much work from the CPU. Such a shape could be
uploaded along with the chair mesh.

It's probably also worth considering that the goal of the OSCC regions was
to accommodate 100 avatars reliably in a single region, so any measures
that were taken to eliminate any unnecessary CPU overhead likely had a
strong influence on reliability.

On Sat, Dec 6, 2014 at 3:21 PM, Mister Blue 
wrote:

> For BulletSim, collisions between terrain, spheres, and boxes is an easy
> computation. Collisions with meshes is a lot more computation. For
> instance, the OSCC conference has a whole bunch of high resolution (large
> mesh) chairs. The CPU to compute collisions with them was noticeable. In
> that case, all the chairs were set phantom to save CPU time.
>
> In general, avatars on terrain or blocked structures should not create
> noticeable overhead. When you add meshes, you might have to consider
> phantoming some things.
>
> -- mb
>
> On Fri, Dec 5, 2014 at 1:32 PM, Dr Ramesh Ramloll 
> wrote:
>
>> Thanks Dahlia :)
>>
>> On Fri, Dec 5, 2014 at 4:05 PM, Dahlia Trimble 
>> wrote:
>>
>>> A lot depends on where the "physical" (moving, rigid objects or avatars)
>>> are relative to the static (non-movable) non-phantom objects. Collision
>>> testing can be a significant part of simulation load. It generally happens
>>> in multiple phases: a "broad phase" where any moving objects' sizes and
>>> positions are compared to other objects to see if they are close enough to
>>> warrant more precise testing, and a "narrow phase" where any potentially
>>> colliding surfaces are tested. If your scene is set up so that you have
>>> many complex collidable (non-phantom) static objects but all of your
>>> avatars are not near them then collision testing load should be fairly low.
>>> However if they are all standing on colidable objects made of hundreds of
>>> small prims then collision testing load will be much higher. Some prims
>>> and/or mesh models can have thousands of triangles which could each be
>>> subject to collision testing.
>>>
>>> In general if you have very complex objects it's probably better to make
>>> them phantom and superimpose a simpler, invisible shape which can be used
>>> for collisions. The mesh uploader in most viewers offers an optional
>>> "physics mesh" which could be used for this purpose as well. However, if
>>> simulation CPU load is not an issue for you then you could probably get
>>> away with ignoring such optimizations although considering how content is
>>> often repurposed it could be considered a best practice to use them.
>>>
>>> On Fri, Dec 5, 2014 at 12:16 PM, Dr Ramesh Ramloll 
>>> wrote:
>>>
>>>> Hello there,
>>>> As I was reading about opensim performance on the opensimulator.org
>>>> site, I came across these two recommendations
>>>>
>>>>- Make as many objects phantom as possible. Phantom objects do not
>>>>need to be tested for collisions with avatars and other objects, 
>>>> reducing
>>>>physics frame time and increasing performance.
>>>>- Make as few objects subject to physics (e.g. falling under
>>>>gravity, movable by other avatars) as possible. Physics objects need a 
>>>> lot
>>>>more collision testing than ordinary non-phantom objects.
>>>>
>>>>
>>>> I understand these appear fairly logical. I am curious though, are
>>>> these differences really going to make perceptible improvements in user
>>>> experiences? Are there any metrics that would say help us know when to
>>>> start converting unnecessarily physical objects to phantom?
>>>> Thanks
>>>> Ramesh
>>>> --
>>>> 'Consider how the lilies grow. They do not labor or spin.'
>>>> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
>>>> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
>>>> 208-240-0040
>>>> LinkedIn <http://www.linkedin.com/in/rameshramloll>, DeepSemaphore LLC
>>>> <http://www.deepsemaphore.com>, RezMela <http://www.rezmela.com>, Google+
&

Re: [Opensim-users] Opensim Performance

2014-12-05 Thread Dahlia Trimble
A lot depends on where the "physical" (moving, rigid objects or avatars)
are relative to the static (non-movable) non-phantom objects. Collision
testing can be a significant part of simulation load. It generally happens
in multiple phases: a "broad phase" where any moving objects' sizes and
positions are compared to other objects to see if they are close enough to
warrant more precise testing, and a "narrow phase" where any potentially
colliding surfaces are tested. If your scene is set up so that you have
many complex collidable (non-phantom) static objects but all of your
avatars are not near them then collision testing load should be fairly low.
However if they are all standing on colidable objects made of hundreds of
small prims then collision testing load will be much higher. Some prims
and/or mesh models can have thousands of triangles which could each be
subject to collision testing.

In general if you have very complex objects it's probably better to make
them phantom and superimpose a simpler, invisible shape which can be used
for collisions. The mesh uploader in most viewers offers an optional
"physics mesh" which could be used for this purpose as well. However, if
simulation CPU load is not an issue for you then you could probably get
away with ignoring such optimizations although considering how content is
often repurposed it could be considered a best practice to use them.

On Fri, Dec 5, 2014 at 12:16 PM, Dr Ramesh Ramloll 
wrote:

> Hello there,
> As I was reading about opensim performance on the opensimulator.org site,
> I came across these two recommendations
>
>- Make as many objects phantom as possible. Phantom objects do not
>need to be tested for collisions with avatars and other objects, reducing
>physics frame time and increasing performance.
>- Make as few objects subject to physics (e.g. falling under gravity,
>movable by other avatars) as possible. Physics objects need a lot more
>collision testing than ordinary non-phantom objects.
>
>
> I understand these appear fairly logical. I am curious though, are these
> differences really going to make perceptible improvements in user
> experiences? Are there any metrics that would say help us know when to
> start converting unnecessarily physical objects to phantom?
> Thanks
> Ramesh
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
> 208-240-0040
> LinkedIn , DeepSemaphore LLC
> , RezMela , Google+
> profile 
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Opensim-users Digest, Vol 4, Issue 11

2014-12-02 Thread Dahlia Trimble
The units in OpenSim are generally interpreted as meters, so a normal
region would be 256x256 meters. Terrain textures can be any size that can
be uploaded, typically they range anywhere from 4x4 to 2048x2048 pixels and
both dimensions must be a power of 2. There are 4 textures for a given
region terrain and regardless of size they will repeat every 7 meters or so
(I can't remember the exact repeat number). They also blend according to
height and some random noise.

On Mon, Jul 14, 2014 at 6:33 AM, Gurcharan Khanna  wrote:

> hi,
>
> i am new to opensim and new to trying to set up a sim; i only have user
> experience with sims up to this point. i have one question to start with
> about the structure of a sim.
>
> i notice the basic texture maps for a terrain is 256x256. i assume that is
> in pixels. i notice also that the size of a region is usually 256x256. that
> apparently is not in pixels. my question is what is the 'unit' of size for
> a region? or what is the relation between the texture map and the region
> size? is there an optimum ratio? can one make the texture map as large as
> one wants to increase the level of detail? (aside from performance issues).
>
> thanks for any insight or pointers to documentation.
>
> gurcharan
>
> Gurcharan S. Khanna, Ph.D.
> Director of Research Computing
> Office of the Vice President for Research
> Assistant Research Professor GCCIS Ph.D. Program
> Director, Interactive Collaboration Laboratory
> Rochester Institute of Technology
> Phone: 585-475-7504  ~  Cell: 585-451-8370
> http://rc.rit.edu   http://rc.rit.edu/directions.html
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Clients TCP connections never close

2014-11-05 Thread Dahlia Trimble
Is it normal? I'd think not. Is this linux/mono? what version of mono and
which kernel?

Could it be possible that something is DDOSing you?
I don't see anything at all like that on any of my linux computers.

On Wed, Nov 5, 2014 at 6:11 PM, Jeff Kelley  wrote:

> It is 3AM and there is nobody on grid. Netstat shows 260 ESTABLISHED TCP
> connections to 8002 and regions ports, belonging to clients that quit hours
> ago.
>
> Is this normal?
>
>
> -- Jeff
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Unable to login using master?

2014-10-20 Thread Dahlia Trimble
Just a guess but maybe your installation is messed up with some old .dll
files or some missing assets. I'd probably try a fresh installation from
scratch.

On Mon, Oct 20, 2014 at 12:25 PM, Chris  wrote:

>  Hello all,
>
> While attempting to test the latest master (commit 94250b6) I have found
> that I'm not able to log in and an exception is printed out in the console.
> In the viewer I get an error message that says "Login Failed. Error
> generating Login Response". I've tried login with several different viewers
> including Phoenix, Firestorm, and Singularity but same results for all.
>
> I also get what appears to be a related exception when using the create
> user command.
>
> Is anyone else seeing this as well?
>
>
>
> *Exception on login: *13:55:30 - [LLOGIN SERVICE]: Exception processing
> login for Test User: System.Ty
> peInitializationException: The type initializer for
> 'OpenMetaverse.AppearanceMan
> ager' threw an exception. ---> System.ArgumentException: Value does not
> fall wit
> hin the expected range.
>at System.Runtime.CompilerServices.RuntimeHelpers.InitializeArray(Array
> array
> , RuntimeFieldHandle fldHandle)
>at OpenMetaverse.AppearanceManager..cctor()
>--- End of inner exception stack trace ---
>at OpenSim.Framework.AvatarAppearance.SetDefaultTexture() in
> c:\Users\admin\D
> esktop\opensim-94250b6\OpenSim\Framework\AvatarAppearance.cs:line 307
>at OpenSim.Framework.AvatarAppearance..ctor() in
> c:\Users\admin\Desktop\opens
> im-94250b6\OpenSim\Framework\AvatarAppearance.cs:line 139
>at OpenSim.Services.Interfaces.AvatarData.ToAvatarAppearance() in
> c:\Users\ad
> min\Desktop\opensim-94250b6\OpenSim\Services\Interfaces\IAvatarService.cs:line
> 1
> 93
>at OpenSim.Services.AvatarService.AvatarService.GetAppearance(UUID
> principalI
> D) in
> c:\Users\admin\Desktop\opensim-94250b6\OpenSim\Services\AvatarService\Avat
> arService.cs:line 57
>at OpenSim.Services.LLLoginService.LLLoginService.Login(String
> firstName, Str
> ing lastName, String passwd, String startLocation, UUID scopeID, String
> clientVe
> rsion, String channel, String mac, String id0, IPEndPoint clientIP) in
> c:\Users\
>
> admin\Desktop\opensim-94250b6\OpenSim\Services\LLLoginService\LLLoginService.cs:
> line 464at OpenSim.Framework.AvatarAppearance.SetDefaultTexture() in
> c:\User
> s\admin\Desktop\opensim-94250b6\OpenSim\Framework\AvatarAppearance.cs:line
> 307
>at OpenSim.Framework.AvatarAppearance..ctor() in
> c:\Users\admin\Desktop\opens
> im-94250b6\OpenSim\Framework\AvatarAppearance.cs:line 139
>at OpenSim.Services.Interfaces.AvatarData.ToAvatarAppearance() in
> c:\Users\ad
> min\Desktop\opensim-94250b6\OpenSim\Services\Interfaces\IAvatarService.cs:line
> 1
> 93
>at OpenSim.Services.AvatarService.AvatarService.GetAppearance(UUID
> principalI
> D) in
> c:\Users\admin\Desktop\opensim-94250b6\OpenSim\Services\AvatarService\Avat
> arService.cs:line 57
>at OpenSim.Services.LLLoginService.LLLoginService.Login(String
> firstName, Str
> ing lastName, String passwd, String startLocation, UUID scopeID, String
> clientVe
> rsion, String channel, String mac, String id0, IPEndPoint clientIP) in
> c:\Users\
>
> admin\Desktop\opensim-94250b6\OpenSim\Services\LLLoginService\LLLoginService.cs:
> line 464
>
>
>
> * Exception on create user command: *13:55:43 - [USER ACCOUNT SERVICE]:
> Creating default avatar entries for 38207c63-
> 12db-4689-93b4-3f26bf50401d
> 13:55:43 - Command error: System.TypeInitializationException: The type
> initializ
> er for 'OpenMetaverse.AppearanceManager' threw an exception. --->
> System.Argumen
> tException: Value does not fall within the expected range.
>at System.Runtime.CompilerServices.RuntimeHelpers.InitializeArray(Array
> array
> , RuntimeFieldHandle fldHandle)
>at OpenMetaverse.AppearanceManager..cctor()
>--- End of inner exception stack trace ---
>at OpenSim.Framework.AvatarAppearance.SetDefaultTexture() in
> c:\Users\admin\D
> esktop\opensim-94250b6\OpenSim\Framework\AvatarAppearance.cs:line 307
>at OpenSim.Framework.AvatarAppearance..ctor() in
> c:\Users\admin\Desktop\opens
> im-94250b6\OpenSim\Framework\AvatarAppearance.cs:line 139
>at
> OpenSim.Services.UserAccountService.UserAccountService.CreateDefaultAppear
> anceEntries(UUID principalID) in
> c:\Users\admin\Desktop\opensim-94250b6\OpenSim\
> Services\UserAccountService\UserAccountService.cs:line 662
>at
> OpenSim.Services.UserAccountService.UserAccountService.CreateUser(UUID sco
> peID, UUID principalID, String firstName, String lastName, String
> password, Stri
> ng email) in
> c:\Users\admin\Desktop\opensim-94250b6\OpenSim\Services\UserAccount
> Service\UserAccountService.cs:line 532
>at
> OpenSim.Services.UserAccountService.UserAccountService.HandleCreateUser(St
> ring module, String[] cmdparams) in
> c:\Users\admin\Desktop\opensim-94250b6\OpenS
> im\Services\UserAccountService\UserAccountService.cs:line 355
>at OpenSim.Framework.Console.Co

Re: [Opensim-users] llVolumeDetect

2014-10-17 Thread Dahlia Trimble
Assuming you're correct about it losing the property after a restart, I'd
think this test would work in either SL or OpenSimulator:

changed(integer what)
{
if (what & (CHANGED_REGION_START | CHANGED_REGION_RESTART))
 {
 llVolumeDetect(FALSE);// toggle bug fix in Opensim
 llVolumeDetect(TRUE);
 }
}

On Fri, Oct 17, 2014 at 10:07 AM, Fred Beckhusen  wrote:

> I use llVolumeDetect()  to detect avatar collisions to trigger game
> effects and teleports when an avatar falls into water or fire, or walks
> into a rabbit hole.
>
> The widely used hypergrid "Blamgate" teleporter I based my work on would
> sometimes not work after a reset.   The llVolumeDetect prim property did
> not get preserved after a restart.
>
> I eventually figured out that a changed()  event with the Opensim-specific
> CHANGED_REGION_RESTART ( not CHANGED_REGION_START) flag is needed to turn
> llVolumeDetect(FALSE) and llVolumeDetect (TRUE) again. This will turn the
> collision off and on again. I have found this, and only this, works
> reliably.
>
> // Works in
>
> default
> {
> state_entry() {
> llVolumeDetect(TRUE);
> }
> collision_start(integer total_number){
> llSay(0, "Bumped: "+(string)total_number);
> }
> changed(integer what){
> if (what & (CHANGED_REGION_RESTART)// not
> CHANGED_REGION_START, that is for Second Life, REstart is for Opensim
> {
> llVolumeDetect(FALSE);// toggle bug fix in Opensim
> llVolumeDetect(TRUE);
> }
> }
> }
>
> --ooo--/\/\/\-|(--ooo--/\/\/\-|(--ooo
> Ferd Frederix/Fred K. Beckhusen
> http://www.outworldz.com
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Information on the number of sensors that an opensim region can support

2014-10-16 Thread Dahlia Trimble
Sensors are fairly expensive and inefficient as unless you specify a scan
with a given key, they must do a linear search of all of the specified
entity types in the scene (region). In other words, if you ask for avatars
in an area, it must test all avatars in the region, or if you ask for
objects it must test all of the objects. These searches also require
exclusive access to the region entities, so only one can happen at a time
and anything else that needs access must wait (physics, avatar movement,
etc.). Therefore adding many sensors doing frequent scans will eventually
degrade sim performance and could have a cascading effect. I'm not aware of
any numeric limit; it would depend on how many objects and avatars are in
the region and how powerful the machine is the sim is running on and how
busy it is doing other things. I'd think testing this would be difficult as
you may run into a situation where it appears to work fine when you are
building/testing but then performs poorly or even fails when there are many
avatars in the region. Lacking any known limit but with these concepts in
mind, I guess you'll just have to try adding as many as you need and see
when something breaks. Keep in mind that specifying a scan with a key or
using llGetObjectDetails with a known key is likely far more efficient than
doing arbitrary scans.

Unfortunately OpenSimulator currently lacks any means of doing efficient
spatial queries. This is something I've brought up in development meetings
a few times but the idea has never really caught on.

Good luck with your project :)

On Thu, Oct 16, 2014 at 11:21 AM, Dr Ramesh Ramloll 
wrote:

> Hello there,
> Is there some information about any limit on the number of sensors that an
> opensim region can support by default?
> We are planning to use many sensors at one time, some even attached to
> vehicles and projectiles, are there anything we should be especially
> careful about regarding their use in this manner?
> Thanks
> Ramesh
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
> 208-240-0040
> LinkedIn , DeepSemaphore LLC
> , RezMela , Google+
> profile 
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Hosting a medium-sized grid

2014-09-19 Thread Dahlia Trimble
Looks to me like you have almost 5 gb free ram.

http://www.linuxatemyram.com/


On Fri, Sep 19, 2014 at 9:07 AM, Jeff Kelley  wrote:

> I'm porting a grid from a home PC to a server.
>
> The grid is 40 regions large, 16 simulators, 5 to 10 avatars.
>
> It runs today on a i7-2700K (8,921 PassMarks), 16Gb home PC.
>
> A quick test on a 16Gb Xeon gives these stats:
>
> top - 17:49:03 up 14 days,  7:04, 19 users,  load average: 0.40, 0.64, 0.77
> Tasks: 208 total,   2 running, 206 sleeping,   0 stopped,   0 zombie
> %Cpu(s):  9.8 us,  1.5 sy,  0.0 ni, 88.4 id,  0.2 wa,  0.0 hi,  0.0 si,
> 0.0 st
> KiB Mem:  16483288 total, 16185604 used,   297684 free,   456872 buffers
> KiB Swap:   523260 total,29192 used,   494068 free.  4718744 cached Mem
>
>  total   used   free sharedbuffers cached
> Mem:   15G15G   318M37M   446M   4.5G
> -/+ buffers/cache:10G   5.2G
> Swap: 510M28M   482M
>
>
> The grid runs quite well but 16Gb is a little short, so I will go for a 24
> or 32Gb machine. This is (obviously, or I won't ask here) a non-profit
> project, on a personal budget.
>
> Here is my dilemma : in the target price range, I can have two machines:
>
> - Two Xeon E5530 (7,723 PassMarks), 8 core total, 24Gb, rotating disk
> - Single Xeon E3 1225v2 (6,844 PassMarks), 4 core, 32Gb, 3x120Gb SSD
>
> Should I favour CPU over memory? Memory over SSD?
>
> Which one would you pick?
>
>
>
> -- Jeff
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Theoretical limit on maximum number of NPCs on a region

2014-09-11 Thread Dahlia Trimble
Scripted NPCs have much less overhead than normal avatars and are probably
not much more load than any other scripted physical object as they don't
have any networking overhead or require remote scene state synchronization
as normal avatars/viewers do. What would matter is how many normal viewers
are sharing the region, as any NPC appearances and actions would need to be
sent to all viewers. So, having a few hundred NPCs might work when only one
normal avatar is present but would likely bog down and fail as more normal
avatars are added.

On Thu, Sep 11, 2014 at 2:14 PM, Dr Ramesh Ramloll 
wrote:

> Hello,
> Forgot to mention that the environment associated with the NPC clip was
> running on kitely.
> Ramesh
>
> On Thu, Sep 11, 2014 at 5:11 PM, Dr Ramesh Ramloll 
> wrote:
>
>> Hello,
>> As I recorded this clip
>> http://youtu.be/7qYYj709RCA
>> I was wondering how much more NPCs can be created in one region, I did
>> not experience any slow down whatsoever. Or may be the question is not
>> relevant because it just depends on the CPU resources and memory available.
>> In any case, let me know.
>> Ramesh
>>
>> --
>> 'Consider how the lilies grow. They do not labor or spin.'
>> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
>> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
>> 208-240-0040
>> LinkedIn , DeepSemaphore LLC
>> , RezMela , Google+
>> profile 
>>
>
>
>
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
> 208-240-0040
> LinkedIn , DeepSemaphore LLC
> , RezMela , Google+
> profile 
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Nvidia GTX versus Quadro - Reasons for lower FPS on Quadro

2014-09-08 Thread Dahlia Trimble
Often with 3d applications there is a bottleneck between the game program
and the gpu. The SL viewer uses an older OpenGL API which places certain
constraints on the drivers and computer hardware in that they must move a
lot of small bits of data from the cpu to the gpu for each frame and moving
each piece of data requires overhead. If the hardware or the driver is not
designed to optimize this mode of operation then you will see reduced frame
rates. This does *not* mean that a particular GPU is slow, rather it means
that the cpu and gpu cannot communicate quickly the way the application
asks them to communicate. Newer versions of OpenGL offer means of reducing
the overhead of many small pieces of data (typically referred to as the
"small batch problem"). Graphics cards like the Quadro are not designed for
gaming-like applications and probably do not optimize for such older
batching modes.

See:
http://community.secondlife.com/t5/Technical/NVIDIA-Quadro-does-it-work-in-SL/qaq-p/1065183
and: http://www.nvidia.com/docs/IO/8228/BatchBatchBatch.pdf

Bottom line: Quadro is probably a poor choice for running SL viewer.

On Mon, Sep 8, 2014 at 3:53 AM, Ai Austin  wrote:

> I hope no one minds me raising this here... but it may be a useful forum
> since we have experienced and knowledgeable developers and hardware
> designers on this discussion forum...
>
> I know the LL Viewers and hence most of the others viewers say that the
> Nvidia cards that "report as Quadro" don't have the same support or testing
> as the consumer GTX cards.  But what is it about these cards or their
> drivers that is not running well.
>
> On looking at the stats bar, the only differences I can see relates to
> KTris per Frame and KTris per Sec... which are significantly lower on the
> Quadro K4000 compared to a GTX 580 and GTX 680.
>
> I have been monitoring my fps rates a bit more closely than usual recently
> and I think I see significantly higher frame rates on a much less powerful
> older Nvidia GTX 580 I have on one rig (with only 8GB of memory and
> rotating disks) compared to the system I thought would give best
> performance with an Nvidia Kepler-based K4000, 32GB memory and SSD drives
> on which I seem to only be getting about half the frame rate. I tried to
> set these up with seemingly identical tests with 1920Γ—1080 display,
> identical ultra video, same view distance, shadows, anti-aliasing, same
> cache size and network bandwidth, and everything, and I had my avatar at
> same time of day facing the same direction on an otherwise unoccupied
> region.
>
> I wonder if anyone knows if there is some specific issue between using the
> apparently better fps delivering consumer level Nvidia GTX GPUs and
> seemingly more powerful but less well performing Nvidia Quadro Kepler GPUs
> that may be a root cause?
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Nvidia GTX versus Quadra GPU Question

2014-09-07 Thread Dahlia Trimble
LL viewers use OpenGL 2.x API which is fairly inefficient for "small batch"
content such as most of the content in SL/OpenSimulator. Newer OpenGL
drivers for newer GPUs probably optimize for OpenGL 3+ or 4+ which has more
efficient methods for processing such content but until the LL renderer is
updated to use such methods you wont see much of a performance increase
with newer GPU hardware.


On Sun, Sep 7, 2014 at 9:21 AM, Ai Austin  wrote:

> I have been monitoring my fps rates a bit more closely than usual to test
> the Oculus Rift DK2 and using a number of viewers... I thought I was seeing
> significantly higher frame rates on a much less powerful older Nvidia GTX
> 580 I have on one rig (with onkly 8GB of memory and rotating disks)
> compared to the system I thought would give best performance with an Nvidia
> Kepler-based K4000, 32GB memory and SSD drives.  But I seemed to only be
> getting about half the frame rate.
>
> I tried to set these with seemingly identical tests with 1920x1080
> display, identical ultra video, same view distance, shadows, anti-aliasing
> and everything, and I had my avatar at same time of day facing the same
> direction on an otherwise unoccupied region.
>
> Before I set up and test more thoroughly and try to see what the problem
> might be, I wonder if anyone knows if there is some specific issue between
> using the consumer level GTX GPUs and seemingly more powerful Nvidia Quadro
> Kepler GPUs that may be a root cause?
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Rebuild

2014-08-27 Thread Dahlia Trimble
Well no, it's not just a matter of re-wearing the items. Many of us (myself
included) make up outfits by mixing many separate items. Links allows one
to define outfits that use no-copy items by linking to them. When I
reloaded my OSGrid inventory via IAR I lost some 40 outfits as all the
links were broken.


On Wed, Aug 27, 2014 at 4:31 PM, Justin Clark-Casey <
jjusti...@googlemail.com> wrote:

> This is true (and yet another thing to fix) but it won't lose you any
> content per se - it will mean that the user has to rewear their outfit and
> appearance may be the cloud until they do.
>
> In general, I do agree that this seems more trouble than it's worth but I
> presume that you're seeing unexpected issues with your current setup?
> Migration via IARs is extremely painful for more than a few users.  I'm
> somewhat curious how you switched from mssql to mysql in the first place.
>
>
> On 27/08/14 20:52, Dahlia Trimble wrote:
>
>> IAR breaks inventory links so it may not be a good choice for database
>> migrations
>>
>>
>> On Tue, Aug 26, 2014 at 4:26 AM, Drover, Matt > mattdro...@mun.ca>> wrote:
>>
>> Can I rebuild my entire grid from oar backups and iar inventory
>> backups?
>>
>> __ __
>>
>>
>> A long time ago I switched from mssql to mysql and I don’t think it
>> worked properly. I already found one field that
>> went over as β€œ0” instead of NULL, but there could be more. So I
>> figured that a rebuild might fix that. I was to
>> export everything inworld, then drop the tables and have opensim
>> build them back.
>>
>> __ __
>>
>> Any thoughts?
>>
>> __ __
>>
>> -Matthew
>>
>>
>> ___
>> Opensim-users mailing list
>> Opensim-users@opensimulator.org <mailto:Opensim-users@
>> opensimulator.org>
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>
>>
>>
>>
>>
>> ___
>> Opensim-users mailing list
>> Opensim-users@opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>
>>
>
> --
> Justin Clark-Casey (justincc)
> OSVW Consulting
> http://justincc.org
> http://twitter.com/justincc
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Rebuild

2014-08-27 Thread Dahlia Trimble
IAR breaks inventory links so it may not be a good choice for database
migrations


On Tue, Aug 26, 2014 at 4:26 AM, Drover, Matt  wrote:

>  Can I rebuild my entire grid from oar backups and iar inventory backups?
>
>
>
> A long time ago I switched from mssql to mysql and I don’t think it worked
> properly. I already found one field that went over as β€œ0” instead of NULL,
> but there could be more. So I figured that a rebuild might fix that. I was
> to export everything inworld, then drop the tables and have opensim build
> them back.
>
>
>
> Any thoughts?
>
>
>
> -Matthew
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Win-7 Region Server to Ubuntu 14.04 Robust

2014-08-01 Thread Dahlia Trimble
Offhand I'd think moving the regions to Windows 7 should probably have been
tested while Robust was still on a Windows box. Windows 7 has a firewall
which may be more restrictive than the same one on XP and could be
preventing some incoming communications to the regions.

Aside from my speculation above, I'd suggest posting your configuration
files (after removing any passwords). That way a lot of guessing could be
bypassed and you might get your answer faster. I'd also suggest you might
try the #opensim IRC channel on irc.freenode.net where perhaps someone
could help you in real time.


On Fri, Aug 1, 2014 at 1:45 PM, The Pierce Family <
thepierces-r...@charter.net> wrote:

> Justin,
>
> Sorry for the misconception on my part. I had 3 region servers (computers)
> hooked into one robust server (also running the SQL and one region) that
> were all hooked up and working fine on the home network. He region servers
> were running Win-XP Professional (with SP-3)
>
> I have since opted-in to running the robust (SQL and one region) in a
> Ubuntu
> environment, whilst two of the other region servers are in Win-7
> Professional (with SP 1 installed) and another regional server in Ubuntu. I
> have confirmed that all the software that is installed are all up to date.
> In addition, I can see the entire Windows network from the Ubuntu drive
> browser.
>
> I believe it comes down to either an iptables or a network setting that is
> only on the Ubuntu robust server. I say this because the entire network of
> robust and region servers worked fine in windows.
>
> I hope this has provided additional information and please feel free to
> contact me directly if you have any specific insight. If you need my email
> address (and cannot extract it from this user group) please let me know.
> I'd
> like to be able to utilize the technology resources I have but cannot at
> this time.
>
> Randy
>
> -Original Message-
> From: opensim-users-boun...@opensimulator.org
> [mailto:opensim-users-boun...@opensimulator.org] On Behalf Of Justin
> Clark-Casey
> Sent: Friday, August 01, 2014 2:21 PM
> To: opensim-users@opensimulator.org
> Subject: Re: [Opensim-users] Win-7 Region Server to Ubuntu 14.04 Robust
>
> When you say it was running fine in a Windows environment, it sounds like
> you were still running the robust service on the same machine as the
> simulator(s).  If so, thne you are effectively making two changes, not 1
>
> 1.  Running services under Linux/Mono.
> 2.  Running services on a different machine on the LAN.
>
> If so and if you can, I suggest trying to get services running under
> Windows
> on a different machine first, if that's an environment that you're more
> familiar with.  Once you can do that, then the same settings can simply be
> copied over to a Linux service installation.
>
> On 31/07/14 11:25, The Pierce Family wrote:
> > Thank you for input to this point. I would like to reiterate: this was
> > a completely working grid under a windows-only computer environment.
> > If I were to put it back in under windows it would be running fine.
> > Linux-based has some additional benefits that I wished to have which
> > requires (at least) a robust server running in Linux.
> >
> > It is the transition of moving the Robust server and SQL over to a
> > Linux-based Ubuntu 14.04 LTS operating system that has caused these
> issues.
> > I repeat, this was a working hyper-grid before this. I thank you for
> > your input, but I believe I am past what has been provided thus far.
> >
> > Please keep the comments coming, eventually there will be a
> > break-through or something I have yet to try.
> >
> > -Original Message-
> > From: opensim-users-boun...@opensimulator.org
> > [mailto:opensim-users-boun...@opensimulator.org] On Behalf Of
> > R.Gunther
> > Sent: Thursday, July 31, 2014 4:27 AM
> > To: opensim-users@opensimulator.org
> > Subject: Re: [Opensim-users] Win-7 Region Server to Ubuntu 14.04
> > Robust
> >
> > Everything on port 8002 need to have normally the external internet
> > ip/hostname Everything on port 8003 can have your internbal lan ip /
> > localhost For external access you only need 8002 open in the firewall,
> > that way nobody can join your grid.
> >
> > On 2014-07-31 03:49, The Pierce Family wrote:
> >> Jeff (et al),
> >>
> >> My Robust server is running on Ubuntu 14.04 LTS and has an initial
> >> region running in an hyper-grid architecture with it. I have no
> >> indications that the Win-7 region server has tried to connect to the
> >> SQL
> > on the Robust ...
> >> disappointing. Would love to have an error message to work with. I
> >> can see the Win-7 mounted drive from the Robust when I browse the
> >> network, so I know that the Win-7 machine can be seen.
> >>
> >> Randy
> >>
> >> -Original Message-
> >> From: opensim-users-boun...@opensimulator.org
> >> [mailto:opensim-users-boun...@opensimulator.org] On Behalf Of Jeff
> >> Kelley
> >> Sent: Wednesday, July 30, 2014 5:37 PM
> >> 

Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Dahlia Trimble
>From what I've seen from your videos, you could do all of that in Unity and
probably have very good results.  I see in your one video that you interact
with the board with a Rift and I think having it in 3d may be a good choice
for that purpose. The only potential problems I see with Unity is if you
want a shared experience with more than a few users. I assume though if
Unity is coming out with a shared server then it would probably mitigate
such problems.

Unity has strengths as a platform and you may want to change the design of
your application somewhat to play to those strengths as you learn Unity.

One thing to keep in mind though, Unity is closed source. You get what you
get and you can't really modify it if it doesn't suit your needs.


On Fri, Jul 18, 2014 at 3:53 PM, Dr Ramesh Ramloll 
wrote:

>
> On Fri, Jul 18, 2014 at 6:43 PM, Toni Alatalo  wrote:
>
>> consider doing the 2d ui just on a normal 2d widget
>
>
> Hi Toni,
> the board is not a 2D widget actually, it is a 3d miniaturize version that
> looks 2D in the videos, you could build a building, with each floors
> stacked on the board, and create different configurations of buildings from
> linked parts etc...when I plant trees, it needs to have height of terrain
> info... so yes, the board is not 2D really. I tried viewing the set up
> through the rift but I did not have many people view it at the same time
> and do stuff on the board at the same time through the rift, that's where I
> am hoping to go in the future.
> can unity allow loading of pre-scripted complex objects (with different
> moveable parts) at one go like I demonstrate? or are those moves mainly for
> static objects?
> can the 2d ui in unity be viewed as a 3D object inside the scene through
> the Rift?
> Just thinking questions aloud, but they will go a long way to help me make
> a decision.
> Thanks in advance Toni
> Ramesh
>
>
>
> --
> 'Consider how the lilies grow. They do not labor or spin.'
> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
> Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
> 208-240-0040
> LinkedIn , DeepSemaphore LLC
> , RezMela , Google+
> profile 
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Hoping for a fearless comparison of opensim vs unity 3D

2014-07-18 Thread Dahlia Trimble
Unity and OpenSimulator are not designed to cover the same application
space. Uinty is designed for mostly single player gaming and adds a few
features to help support multiplayer; whereas OpenSimulator is more
designed for multi-user shared collaborative experiences. You can build a
multi-user shared collaborative environment with Unity but it would require
extensive development as it's not really designed for that purpose.

Regarding physics, Unity has client-side physics. Whether this is "better"
really depends on the application. For a single user game, client side
physics can provide a more realistic experience as it's not affected by
network communication time and physical actions/reactions occure relatively
instantly. However, client-side physics brings about a new set of
challenges in a networked, collaborative environent. Consider the following
scenario: You have a space shooter game where asteroids are moving towards
earth. Players fly around in spaceships and fire weapons at the asteroids
trying to deflect them. Player A fires a weapon and the projectile strikes
the asteroid, deflecting it and scoring a point for player A. While this
happens, Player B also fires at the asteroid, destroying it. Due to
networking delays, player B's computer did not receive the event signaling
player A firing at and deflecting the asteroid until after player B had
destroyed it. Both players believe they deserve the score but only one
could have hit the asteroid. Had these events been processed by a central
server, both players would have observed the events in order and it would
be clear which player would deserve the score. Such situations are why
multi-user shared environments usually rely on central physics and event
processing. This is one area where Unity could use additional development.
There are, however advantages to having some client side physics even when
many interactions are controlled by a central server, such as some avatar
animation effects. I believe there's a lot that could be done to make the
SL/OpenSimulator experience appear more realistic by adding more
client-side physics in areas where it clearly helps.

I've had a fair bit of experience with interfacing Unity to OpenSimulator
in the past; I wrote a Unity based web viewer for OpenSimulator a few years
ago for a company named "Rezzable". Around that time I was also
experimenting with mixing client-side and server side physics and I learned
quite a bit about what can go wrong with trying to share client-side
physics over a network.

Regarding collaboration, Unity's editor is a single-user application.
Editing your environment and using it are completely different situations.
In OpenSimulator, they are combined into the same experience and others can
observe world building in real time and participate in the process.

To recap: Unity is really designed for games, and OpenSimulator is designed
for shared, collaborative experiences. If you want to develop single user
games or limited multi-user games, Unity is probably the best choice. For
shared experiences, OpenSimulator pretty much works out of the box.


On Fri, Jul 18, 2014 at 10:07 AM, Dr Ramesh Ramloll 
wrote:

> Hello,
> I am starting this thread so that I can get some of your thoughts on this
> matter.
> Most of the time, from what I read, and from what prospective clients tell
> me, Unity 3D is so great! why don't you develop in unity 3D. Yes it runs on
> tablets is a big plus. This I do understand. It has better physics, yes
> clearly.
> What I am not sure about, and I hope you can share your thoughts,
> is whether it would be possible to create a collaboration centric, avatar
> centric application in  unity 3D. What I mean, is that whether you can have
> within a unity 3D world, avatars using objects to create new ones
> *collaboratively* , whether you can provide users with the ability to
> change their environments in natural ways, whether objects can be collected
> and shared, whether you have a shared white board, or collaborative
> document editing within a unity 3D world. And if yes, how long will it take
> to make these happen, may be it has already happened, do let me know with
> pointers to examples.
>
> And btw, why is it that I havent come across any voice chat demos of unity
> 3D applications that  run in a browser. I am thinking if Unity3D is really
> top notch, why have these things not appeared already as applications (may
> be they have, and I haven't seen them, please point to examples, if you
> know of them).
>
> And most importantly, what does opensim offers that unity 3D does not,
> that you think is important for users out there, from various domains, such
> as education, training etc...
>
> p.s. the thoughts about HighFidelity and all these new stuff coming up
>  I still don't know, if all these wheels are going to be reinvented,
> the scene is really too messy to contemplate. It is becoming really hard
> for us developers to pick platforms. We don't have in

Re: [Opensim-users] OpenSimulator event recording module

2014-07-09 Thread Dahlia Trimble
Personally I'm not a big fan of tapping into user's instant messages. I'd
hope that those considering using such a module would respect their users'
expectation of privacy. However if you do choose to use such a module, it
may be beneficial to make sure you will be operating within any wiretapping
laws that may apply before doing so.

I'm hopeful that OpenSimulator can flourish as a platform where users'
rights are respected.


On Wed, Jul 9, 2014 at 4:39 PM, Justin Clark-Casey  wrote:

> Hi folks.  I just thought that I would post about an event recording
> module [1] that I recently wrote as part of some recent work with the Air
> Force Research Laboratory/Wright Brothers Institute Discovery Lab [2].
>
> This works at the simulator level and can record user logins, logouts,
> region entrance, chat and IM to either the OpenSim log or a MySQL database
> for later analysis.  It's a bit panopticon, but in the past people have
> asked for this kind of functionality for various reasons (e.g. to know who
> has been on the grid, to study communications in training/game scenarios as
> part of research projects, etc.).
>
> It's OpenSimulator 0.8 and onwards only since that allowed me to use some
> handy .NET 4 structures to make sure that event recording doesn't adverse
> impact other parts of the simulator.  Also, it currently needs to be
> compiled from source
>
> [1] https://github.com/justincc/EventRecordingModule
> [2] http://wbi-icc.com/centers-services/discovery-lab
>
> Regards,
>
> --
> Justin Clark-Casey (justincc)
> OSVW Consulting
> http://justincc.org
> http://twitter.com/justincc
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] about OpenSim GRID security.

2014-06-02 Thread Dahlia Trimble
If you run a grid across multiple data centers and you don't want to expose
the services externally you could have the regions access the services via
a VPN. I believe LL does this with SL, or they did at one time when they
first started using multiple data centers.


On Mon, Jun 2, 2014 at 4:24 PM, Diva Canto  wrote:

>  Not sure if this will make it to 0.8, but I recently added HTTP
> authentication to all robust-bound connectors of internal grid services.
> HTTP authentication is not hard security, but it makes it much harder for
> unauthorized accesses to the grid services. (I, too, run a grid with
> simulators in different data centers.)
>
>
> On 6/2/2014 4:16 PM, David Saunders wrote:
>
> GRid Security?
>
>  Well there is a lacking of  it. I been working on a ways to prevent
> grids/Simulators to connect to our network.  Its built around allowing sims
> to authenticate with a configuration server that will open the door for
> them to connect to the grid services.  But I not found a list of ports that
> need to open for clients to use,  and been testing a list simulator ports
> to splite the services from the client to a public set of ports and the
> simulator a set of private port that can be open when they connect.
>
>   This would be easy if we did not allow trusted remote simulators to
> connect.
>
>  When I asked about security lasst I was given you keep the ports a
> secret and only give them out to people you trust.
>
>  A locked door is moor sure the a unlocked door behind a bush.
>
>  David.
>
>
> On Sun, Jun 1, 2014 at 10:16 AM, Shaun T. Erickson  wrote:
>
>> A good firewall config will handle much of it.
>>
>> -ste
>>
>>
>> On 6/1/14, 6:29 AM, Luisillo Contepomi wrote:
>>
>>> I dont know if exist or not this list but I think it would be very
>>> interesting.
>>> OpenSimulator is a "Alpha" declarated by developers but  I think that
>>> the project has enough maturity to start thinking seriously about
>>> security.
>>>
>>>
>>   ___
>> Opensim-users mailing list
>> Opensim-users@opensimulator.org
>> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>>
>
>
>
> ___
> Opensim-users mailing 
> listOpensim-users@opensimulator.orghttp://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] Ubuntu Users!

2014-05-23 Thread Dahlia Trimble
I haven't used Ubuntu desktop for a while but I remember remapping the alt
key in the Ubuntu system config menus. This thread for Blender seems to
offer similar solutions and may help:
http://blenderartists.org/forum/showthread.php?207215-Alt-key-doesn-t-work-in-Ubuntu-SOLVED


On Fri, May 23, 2014 at 9:47 AM, Maxwell, Douglas <
douglas.b.maxw...@us.army.mil> wrote:

> Does anyone have any insights into how to get Ubuntu to respect "alt" key
> remapping so that camera operation in the viewer (any viewer) can be done
> using Ubuntu?  Currently the OS wants to use the alt key for window
> movement.  We've tried a few approaches and nothing has worked so far.  Any
> tips?  v/r-d
>
> Douglas Maxwell, MSME
> Science and Technology Manager
> Virtual World Strategic Applications
> U.S. Army Research Lab
> Simulation & Training Technology Center (STTC)
> (c) (407) 242-0209
> NEW DoD Email:  douglas.maxwell3@mail.mil douglas.maxwell3@mail.mil>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] load iar issue

2014-05-03 Thread Dahlia Trimble
If you have quotes around the avatar name it may be failing because it's
expecting 2 separate strings, the first name and the last name. Try
removing those quotes.


On Sat, May 3, 2014 at 7:14 PM,  wrote:

> Trying to merge an iar (avatar_name.iar) to the inventory root of the
> avatar Avatar Name with the command:
>
> load iar --merge 'Avatar Name' / password f:/opensim/iar/avatar_name.iar
>
> The console returns:
>
> [INVENTORY ARCHIVER]: Loading archive F:/opensim/iar/avatar_name.iar to
> inventory path / for 'Avatar Name'
> [INVENTORY ARCHIVER]: Failed to find user info for 'Avatar Name'
>
> Not sure where to go from here?
>
> ~!CJ
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] bin/OpenSim.db-journal file begin written and deleted many times

2014-04-29 Thread Dahlia Trimble
That long shut down has really nothing to do with the translate scene
command and everything to do with using Sqlite on a high object-density
region where a lot of objects had changed. Sqlite has been extremely slow
as long as I've used OpenSim, so I don't believe it's a new issue. I'm not
sure of the meaning of the journal file but it's name suggests it may be
doing some transaction journaling which can be deleted after a transaction
is complete. I'm also not that familiar with the database layers in OpenSim
but I'd think that if it was using transactions it would be a good thing as
they can protect database integrity in the case of a crash or other failure
during an update.

I use Sqlite for some high-prim regions and it's horribly slow. I just use
the "backup" command while the region is still running so it can persist
while the region is in use. Either that, or I tell it to shutdown and then
go out for a walk or something.


On Tue, Apr 29, 2014 at 3:33 AM, Ai Austin  wrote:

> Gwyneth wrote:
>
>> What version are you using, Ai? I have seen a fluctuation of viewer-side
>> FPS on an apparently 'empty' region, usually a signal that there is some
>> 'invisible' back-end processing at the simulator level, but haven't been
>> able to track it down to anything yet. Selecting a lot of prims and
>> linking
>> them together now takes quite a lot of time (sometimes even a minute or
>> so!). This is on 0.8.0 Dev 722f030. I suspected some delays while writing
>> to the database, and having some sort of database journal being written to
>> a lot of times would certainly account for that!
>>
>
> I was using the OSGrid latest add-on region release from a few days ago
> (r/24670) Gwyneth.
>
> Dahlia wrote:
>
>> Translate scene should complete quite quickly, all it does is move the
>> objects in the scene. What you are probably seeing is the changes being
>> saved to the database, an entirely different process. If you are using
>> Sqlite for your region database than storing changes to the scene will
>> always be quite slow. It would likely take just as long for loading an oar
>> with the same number of objects and saving them to the database. If you
>> need faster region storage, try using one of the other database options
>> such as mysql.#
>>
>
>
> That's right Dahlia.  The translate scene on 600 or so objects was
> essentially instant and I was able to move the avatar about (using ODE
> temporarily until Robert's r/24672 commit is in the OSGrid release) in the
> new negative Z underwater area fine.  It was indeed as I did the
> shutdown... and I did assume it was the persisting to data base part.. that
> took nearly 30 minutes.  It was SQLite for the add on regions we have for
> experiments.. not our MySQL usual data base.  But still.. constantly
> creating and deleting the db-journal file (perhaps once per DB write?) MUST
> make this persisting process slower than needed?  I also thought I better
> make sure the persisting process completed even though it as taking ages or
> else there may have been only a partial translation.  If I had not had the
> opensim\bin window open I would have thought the OpenSim.exe console was
> jammed and stopped wit with the X on the console window... I assume that
> would NOT have been good, so it could be a source fo problems if persisting
> objects takes so long.  A better indication of progress might be to put a
> dot out every 50 or 100 objects persisted on the console to remind the user
> the region OpenSim.exe still need time to complete.
>
>
>
>
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users


Re: [Opensim-users] bin/OpenSim.db-journal file begin written and deleted many times

2014-04-28 Thread Dahlia Trimble
Translate scene should complete quite quickly, all it does is move the
objects in the scene. What you are probably seeing is the changes being
saved to the database, an entirely different process. If you are using
Sqlite for your region database than storing changes to the scene will
always be quite slow. It would likely take just as long for loading an oar
with the same number of objects and saving them to the database. If you
need faster region storage, try using one of the other database options
such as mysql.


On Mon, Apr 28, 2014 at 4:43 AM, Ai Austin  wrote:

> As I shutdown a region simulator, I see a lot of flashing of an open
> window showing the directory listing for the bin directory.
>
> This seems to indicate that a 5K file called "OpenSim.db-journal" is being
> created and immediately deleted a LOT of times as the OpenSim.db file (for
> SQLIte data base) is changed. At least that's what I assume is happening.
>  A translate scene command on a region with only 600 objects seemed to take
> nearly half an hour to complete on an otherwise unloaded region yesterday
> for example, and this flashing wad happening throughout until the system
> finished its "shutdown".
>
> This seems to be enabled  by the default level of debugging and I wonder
> if this could this be a source of a slow down in using OpenSim?
>
> Can anyone shed light on what is happening here and if the default logging
> might itself be a cause of why such operations take such a log time?
>
> ___
> Opensim-users mailing list
> Opensim-users@opensimulator.org
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
___
Opensim-users mailing list
Opensim-users@opensimulator.org
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users