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

2015-06-04 Thread Karl Dreyer



I don't believe that the setting is referencing the number of listeners
in a script.. but rather, the number of listen events per script .. i.e.
the number of times a script can execute the listen capture event ...
 based on the scenario it made sense because the scripts would work
perfectly for a random period of time, then a random subset of scripts
would just cease to function.  I would imagine that is due to the
fact that those scripts had reached their limit ... so if the
communications between prims such as "server / client" prims
(via llRegionSay) is very active; it could conceivably hit the 64 limit.
 I will point out that all of this is hypothesis based on the
behavior I've seen and the reaction to the change I've made in the
opensimdefaults.ini file.
> 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 Voilà ..
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&#

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

2015-06-04 Thread Karl Dreyer



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 Voilà .. 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 c

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

2015-06-01 Thread Karl Dreyer



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

>> Timers : 46

>> Listeners : 61

>>

>>

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

2015-06-01 Thread Karl Dreyer



Hello Luisillo,
We are currently running 0.8.1. 
Thank
you very much; it is much appreciated.
> Hello Karl

> What OpenSim version?

> Im using scripts with llRegionSay without problems in version
0.8.2.0

> Dev from a week ago.

> I will do test in your version.

> Kind regards,

> Luisillo

>

> 2015-06-01 17:35 GMT+02:00 Karl Dreyer
:

>> 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

>> Timers : 46

>> Listeners : 61

>>

>>

>>

>>

>> ___

>> 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

>





___

Karl M. Dreyer Jr.

In World Avi : Damean Paolino

Island Oasis, LLC Co-Founder | CIO

http://www.islandoasis.biz



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[Opensim-users] Script engine issue [listeners]

2015-06-01 Thread Karl Dreyer



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

Timers                  
  : 46

Listeners                  :
61

 
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Re: [Opensim-users] Inventory Broken Links

2014-12-17 Thread Karl Dreyer



One way to check this is to lookup a specific inventory item, grab the
asset ID from the inventory table and see if you have a match in the asset
DB.  I suspect this is the issue.
> This is affecting all my
users, Is there a database type fix ? I assume

> the “avatars” table is where the links are?

>

> -Matt

>

>

From: Michael Emory Cerquoni

> mailto:nebadon2...@gmail.com>>

> Reply-To:

>
"opensim-users@opensimulator.org"

>
mailto:opensim-users@opensimulator.org>>

> Date: Wednesday, December 17, 2014 at 12:01 PM

> To:

>
"opensim-users@opensimulator.org"

>
mailto:opensim-users@opensimulator.org>>

> Subject: Re: [Opensim-users] Inventory Broken Links

>

> You need to go into your current outfits folder and delete all the
links

> there, then rewear your outfit, this should resolve your problem.

>

> On Wed, Dec 17, 2014 at 10:30 AM, Drover, Matt

> mailto:mattdro...@mun.ca>> wrote:

> To repair some database issues, I exported all my islands/users to

> oars/iars and imported them in a new grid. Everything worked great,
except

> my current outfit is not rezing and in my inventory next to each item
it

> says (broken link). I’ve checked and all the assets/textures
are in the

> database, so I know they came over. What exactly does broken link
mean?

> And how can I fix it?

>

> Thanks.

>

> -Matt

>

> ___

> Opensim-users mailing list

>
Opensim-users@opensimulator.org

> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users

>

>

>

> --

> Michael Emory Cerquoni

> ___

> Opensim-users mailing list

> Opensim-users@opensimulator.org

> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users

>





___

Karl M. Dreyer Jr.

In World Avi : Damean Paolino

Island Oasis, LLC Co-Founder | CIO

http://www.islandoasis.biz



Notice: The contents of this email and any files transmitted with it are
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is addressed. The content of this email message is not to be disclosed,
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Re: [Opensim-users] Inventory Broken Links

2014-12-17 Thread Karl Dreyer



Is it possible that when the OAR's were loaded, new asset ID's were
assigned and no longer match the asset ID's in the inventory items
table?
> This is affecting all my users, Is there a database type
fix ? I assume

> the “avatars” table is where the links are?

>

> -Matt

>

>

From: Michael Emory Cerquoni

> mailto:nebadon2...@gmail.com>>

> Reply-To:

>
"opensim-users@opensimulator.org"

>
mailto:opensim-users@opensimulator.org>>

> Date: Wednesday, December 17, 2014 at 12:01 PM

> To:

>
"opensim-users@opensimulator.org"

>
mailto:opensim-users@opensimulator.org>>

> Subject: Re: [Opensim-users] Inventory Broken Links

>

> You need to go into your current outfits folder and delete all the
links

> there, then rewear your outfit, this should resolve your problem.

>

> On Wed, Dec 17, 2014 at 10:30 AM, Drover, Matt

> mailto:mattdro...@mun.ca>> wrote:

> To repair some database issues, I exported all my islands/users to

> oars/iars and imported them in a new grid. Everything worked great,
except

> my current outfit is not rezing and in my inventory next to each item
it

> says (broken link). I’ve checked and all the assets/textures
are in the

> database, so I know they came over. What exactly does broken link
mean?

> And how can I fix it?

>

> Thanks.

>

> -Matt

>

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> Opensim-users mailing list

>
Opensim-users@opensimulator.org

> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users

>

>

>

> --

> Michael Emory Cerquoni

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> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users

>





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In World Avi : Damean Paolino

Island Oasis, LLC Co-Founder | CIO

http://www.islandoasis.biz



Notice: The contents of this email and any files transmitted with it are
confidential and intended solely for the individual or entity to whom it
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Re: [Opensim-users] Out of memory exception

2014-12-04 Thread Karl Dreyer



Thank you Justin.  I will assume that preventing the Warp3D module
from creating the map tile during the session is a configuration change
and give that a try.
 
Thank you again for your
response!
Karl
> Warp3D leaks memory. At the moment the
only workaround is to not

> regenerate map tiles during the simulator session.

> The only fix will be to alter Warp3D itself not to be so braindead
(i.e.

> to properly dispose of the graphics objects

> that it creates internally).

>

> On 04/12/14 14:55, Karl Dreyer wrote:

>> I'm encountering a strange issue with one of my regions. It seems
that

>> this one particular region is throwing an out of

>> memory exception error. This is occurring once every 6 or 7
hours.

>>

>> Here is a snippet from the log file. It seems to be happening
when the

>> sim is attempting to generate the maptile for

>> the region. We are currently using the warp 3d maptile module.
I've

>> looked at the region and their really isn't an

>> excessive amount of content on it; nor are their an excessive
amount of

>> scripts so not sure how to troubleshoot this issue.

>>

>> Is the out of memory exception error common for the warp 3d
maptile

>> module? if so, is there a fix for it?

>>

>> 2014-12-01 08:05:08,217 DEBUG -

>>
OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage.MapImageServiceModule

>> [MAP

>> IMAGE SERVICE MODULE]: map refresh!

>> 2014-12-01 08:05:08,248 DEBUG -

>>
OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage.MapImageServiceModule

>> [MAP

>> IMAGE SERVICE MODULE]: upload maptile for Serenity Isle II

>> 2014-12-01 08:05:24,488 WARN -

>> OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule
[WARP 3D

>> IMAGE MODULE]:

>> Error decoding JPEG2000 texture
efb8c686-a809-4307-8333-e8444d12a2eb (0

>> bytes): EOF reached before finding Contiguous

>> Codestream Box

>> 2014-12-01 08:05:53,145 DEBUG -

>> OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule
[WARP 3D

>> IMAGE MODULE]:

>> GC.Collect()

>> 2014-12-01 08:05:55,017 DEBUG -

>> OpenSim.Services.Connectors.MapImageServicesConnector [MAP
IMAGE

>> CONNECTOR]: map tile

>> uploaded in 1872ms

>> 2014-12-01 08:06:07,325 ERROR -

>>
OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer

>> [SERIALIZER]:

>> Deserialization of xml failed with
System.OutOfMemoryException:

>> Exception of type 'System.OutOfMemoryException' was thrown.

>> at System.String.GetStringForStringBuilder(String value, Int32

>> startIndex, Int32 length, Int32 capacity)

>> at System.Text.StringBuilder.GetNewString(String
currentString,

>> Int32 requiredLength)

>> at System.Text.StringBuilder.Append(Char value)

>> at System.IO.StringWriter.Write(Char value)

>> at System.Xml.XmlTextWriter.InternalWriteEndElement(Boolean

>> longFormat)

>> at System.Xml.XmlTextWriter.WriteFullEndElement()

>> at System.Xml.XmlElement.WriteTo(XmlWriter w)

>> at System.Xml.XmlElement.WriteContentTo(XmlWriter w)

>> at System.Xml.XmlElement.WriteTo(XmlWriter w)

>> at System.Xml.XmlElement.WriteContentTo(XmlWriter w)

>> at System.Xml.XmlElement.WriteTo(XmlWriter w)

>> at System.Xml.XmlElement.WriteContentTo(XmlWriter w)

>> at System.Xml.XmlNode.get_InnerXml()

>> at System.Xml.XmlElement.get_InnerXml()

>>

>> at

>>
OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer.FromOriginalXmlFormat(String

>> xmlData) in

>>
C:\IO-Stuff\opensim-0.7.6-source\OpenSim\Region\Framework\Scenes\Serialization\SceneObjectSerializer.cs:line

>> 80. xml

>> was
>
xmlns:xsi="http://www.w3.org/2001/XMLSchema-instance";

>>

>>
xmlns:xsd="http://www.w3.org/2001/XMLSchema";>false0b0bc9cd-5b44-4878-9634-2d2321eb08af7e283dfe-a8dc-47e2-af9b-755338bc46d507e283dfe-a8dc-47e2-af9b-755338bc46d52648979438*~*Volatile*~*Diabla

>> Boots Blue

>>
M3falsefalse76493023962396160210.460589.11281752.50010(No

>>
Description)000255> />>
/>00182EbJgidQ/iTMSaud6E7BgQNqQziT01Ko7NvZPhWaLr8CA2pDOJPTUqjs29k+FZouvwQDakM4k9NSqOzb2T4Vmi6/AAABEBAQACAPwAAAIA/AAA=ATAAEQAAAMKq4NXyOEK6k3hzeWJNg+AF016000100109>
fileBegin>125000275000SquareSamec2aae0d5-f238-42ba-9378-7379624d83e05

>>

>> Following this line in the log file, there are pages and pages of
what

>> appears to be a binary dump. Is it possible that

>> the maptile module failed while attempting to generate a texture
for

>> this particular item?

>>

>> Any direction

[Opensim-users] Out of memory exception

2014-12-04 Thread Karl Dreyer



I'm encountering a strange issue with one of my regions.  It seems
that this one particular region is throwing an out of memory exception
error.  This is occurring once every 6 or 7 hours.
 
 
Here is a snippet from the log file.  It
seems to be happening when the sim is attempting to generate the maptile
for the region.  We are currently using the warp 3d maptile module.
 I've looked at the region and their really isn't an excessive amount
of content on it; nor are their an excessive amount of scripts so not sure
how to troubleshoot this issue.
Is the out of memory exception error
common for the warp 3d maptile module?  if so, is there a fix for
it?
 
 

2014-12-01 08:05:08,217 DEBUG -
OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage.MapImageServiceModule
[MAP IMAGE SERVICE MODULE]: map refresh!

2014-12-01 08:05:08,248 DEBUG -
OpenSim.Region.CoreModules.ServiceConnectorsOut.MapImage.MapImageServiceModule
[MAP IMAGE SERVICE MODULE]: upload maptile for Serenity Isle II

2014-12-01 08:05:24,488 WARN  -
OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule [WARP 3D
IMAGE MODULE]: Error decoding JPEG2000 texture
efb8c686-a809-4307-8333-e8444d12a2eb (0 bytes): EOF reached before
finding Contiguous Codestream Box

2014-12-01 08:05:53,145 DEBUG -
OpenSim.Region.CoreModules.World.Warp3DMap.Warp3DImageModule [WARP 3D
IMAGE MODULE]: GC.Collect()

2014-12-01 08:05:55,017 DEBUG -
OpenSim.Services.Connectors.MapImageServicesConnector [MAP IMAGE
CONNECTOR]: map tile uploaded in 1872ms

2014-12-01 08:06:07,325 ERROR -
OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer
[SERIALIZER]: Deserialization of xml failed with
System.OutOfMemoryException: Exception of type
'System.OutOfMemoryException' was thrown.

   at System.String.GetStringForStringBuilder(String value,
Int32 startIndex, Int32 length, Int32 capacity)

   at System.Text.StringBuilder.GetNewString(String
currentString, Int32 requiredLength)

   at System.Text.StringBuilder.Append(Char value)

   at System.IO.StringWriter.Write(Char value)

   at System.Xml.XmlTextWriter.InternalWriteEndElement(Boolean
longFormat)

   at System.Xml.XmlTextWriter.WriteFullEndElement()

   at System.Xml.XmlElement.WriteTo(XmlWriter w)

   at System.Xml.XmlElement.WriteContentTo(XmlWriter w)

   at System.Xml.XmlElement.WriteTo(XmlWriter w)

   at System.Xml.XmlElement.WriteContentTo(XmlWriter w)

   at System.Xml.XmlElement.WriteTo(XmlWriter w)

   at System.Xml.XmlElement.WriteContentTo(XmlWriter w)

   at System.Xml.XmlNode.get_InnerXml()

   at System.Xml.XmlElement.get_InnerXml()

   at
OpenSim.Region.Framework.Scenes.Serialization.SceneObjectSerializer.FromOriginalXmlFormat(String
xmlData) in
C:\IO-Stuff\opensim-0.7.6-source\OpenSim\Region\Framework\Scenes\Serialization\SceneObjectSerializer.cs:line
80.  xml was
http://www.w3.org/2001/XMLSchema-instance";
 
xmlns:xsd="http://www.w3.org/2001/XMLSchema";>false0b0bc9cd-5b44-4878-9634-2d2321eb08af7e283dfe-a8dc-47e2-af9b-755338bc46d507e283dfe-a8dc-47e2-af9b-755338bc46d52648979438*~*Volatile*~*Diabla
Boots Blue
M3falsefalse76493023962396160210.460589.11281752.50010(No
Description)00025500182EbJgidQ/iTMSaud6E7BgQNqQziT01Ko7NvZPhWaLr8CA2pDOJPTUqjs29k+FZouvwQDakM4k9NSqOzb2T4Vmi6/AAABEBAQACAPwAAAIA/AAA=ATAAEQAAAMKq4NXyOEK6k3hzeWJNg+AF016000100109125000275000SquareSamec2aae0d5-f238-42ba-9378-7379624d83e05
Following
this line in the log file, there are pages and pages of what appears to be
a binary dump.  Is it possible that the maptile module failed while
attempting to generate a texture for this particular
item?
 
Any direction on this issue would be greatly
appreciated.
 
Kind Regards,
Karl
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Re: [Opensim-users] Home location

2014-11-20 Thread Karl Dreyer



I believe that I tried that before but, to be sure I just gave it
another shot and still getting the same result.  It makes no sense to
me.
> Hello Karl

> I experience this problem when update in some old version.

> My solution was delete all about home in database:

>

> UPDATE griduser set HomeRegionID="" ,
HomePosition="" , HomeLookAt=""

> where UserID = "heretheuuidofyouruser"

>

> fix new home with viewer and all was correct.

> I dont know why exactly but the problem was solved.

>

> Regards,

> Luisillo

>

> El 20/11/2014 a las 16:08, Karl Dreyer escribió:

>>

>>

>> Here’s another interesting issue: On occasion, one of
my

>> members will report a problem of not being able to log on at
home.

>> Whenever they choose “home” when logging in,
they land at

>> the

>> fall back region. The robust console indicates that the home

>> location (region uuid) is invalid and sends them to the
fallback

>> region. I’ve investigated the data associated with
these

>> accounts and in every instance; the UUID in the DB for the home
location

>> is indeed Valid and the region is up, running, and reachable via
TP.

>> This is a headstumper for me. Has anyone else encountered this
issue

>> and if so, how was it resolved? I’ve also attempted to
set

>> home on multiple regions, just to be sure it wasn’t a
region issue

>> and no matter where I set home, it’s the same

>> result.

>>

>> Kind Regards,

>> Karl

>>

>>

>>

>>

>> ___

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>>
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>

> ___

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> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users

>





___

Karl M. Dreyer Jr.

In World Avi : Damean Paolino

Island Oasis, LLC Co-Founder | CIO

http://www.islandoasis.biz



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[Opensim-users] Home location

2014-11-20 Thread Karl Dreyer



Here’s another interesting issue:  On occasion, one of my
members will report a problem of not being able to log on at home. 
Whenever they choose “home” when logging in, they land at the
fall back region.  The robust console indicates that the home
location (region uuid) is invalid and sends them to the fallback
region.  I’ve investigated the data associated with these
accounts and in every instance; the UUID in the DB for the home location
is indeed Valid and the region is up, running, and reachable via TP. 
This is a headstumper for me.  Has anyone else encountered this issue
and if so, how was it resolved?  I’ve also attempted to set
home on multiple regions, just to be sure it wasn’t a region issue
and no matter where I set home, it’s the same
result.
 
Kind Regards,
Karl
 
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