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
> (at least partially). Those system avatars are easier to customize,
> so
>

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 — 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 — 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 — in theory! — 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 — 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 — ), so this can
> > be checked before ROBUST or any of the OpenSim instances are launched.
> >
> > Secondly — and the reason for this message to the list! —  _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 — compared with the OpenSim
> > instances, at least — 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 — 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 — such as,
> > say, a status page or a file that has been written 

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

2021-05-03 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.
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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.Â
>
> 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. Â
>
> https://conference.opensimulator.org/2018/archives-resources/oar-downloads/
>
>
> Fred/Ferd
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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 
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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
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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 :
> >
> >« If the script is attached to the root prim, the
> > entire object rotates around the region axis. »
> >
> > 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
> >
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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
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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
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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,
> 

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
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> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
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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
> ___
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> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
>
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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?
>
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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 
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> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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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=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
> >
>
> ___
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[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
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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 paoli...@islandoasis.biz
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'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 

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 bo...@dogzhouse.com 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
  Timers : 46
  Listeners : 61
 
 
 
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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 tring...@gmail.com 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 versión.

 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 tring...@gmail.com:

 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
 15m  1208696k   2.5
 osgrid-opensim-05232015.v0.8.2.abb3bb6 7m   585384K   2.6  10m  584852k
 5.5
 15m  1165304k   2.5

 

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 marcel...@gmail.com 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.

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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 tring...@gmail.com 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
 1.887.942 10.15h 8 users in home
 1.946.372 10.16h 8 users in home
 1.902.660 10.17h 8 users in 

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 tring...@gmail.com 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 “monit” 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



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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 tring...@gmail.com 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 “any” 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 “monit” 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 dahliatrim...@gmail.com
  *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 tring...@gmail.com
 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 “monit” 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

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 tring...@gmail.com 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.

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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 fre...@mitsi.com 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


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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 tring...@gmail.com 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 “about 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 “top” 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




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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 mewtwo0...@gmail.com 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 mewtwo0...@gmail.com 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

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 mewtwo0...@gmail.com 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

 //--
 
 

 //Example 3:
 //For this example assume this prim is located at 128, 125, 30
 and we have two objects: 'Chair 1' and 'Chair 2'.
 //'Chair 1' is located at 128, 128, 30 and owned by 

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 dahliatrim...@gmail.com
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 unadecal.ar...@gmail.com
 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 unadecal.ar...@gmail.com
 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 unadecal.ar...@gmail.com
 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 tring...@gmail.com
 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

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 unadecal.ar...@gmail.com
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 unadecal.ar...@gmail.com
 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 unadecal.ar...@gmail.com
 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 tring...@gmail.com 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
 AutoBackupInterval = 15
 AutoBackupDir = /var/opensim/backup/test/
 AutoBackupNaming = Time

 Left my simulator run for a few more hours and still nothing was 

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

2015-02-23 Thread Dahlia Trimble
 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 dahliatrim...@gmail.com

 *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 dahliatrim...@gmail.com
 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 unadecal.ar...@gmail.com
 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 unadecal.ar...@gmail.com
 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 unadecal.ar...@gmail.com
 wrote:

 I'm not sure if your configuration is not being read

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 ishe...@gmail.com 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

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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 seren.ser...@gmail.com
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

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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 tring...@gmail.com 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 “build” 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 “runprebuild.bat” which results in the “compile.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 “how
 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\Robust.csproj]

 C:\Windows\Microsoft.NET\Framework64\v4.0.30319\Microsoft.Common.targets(1605
 ,5): warning 

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 gsk...@rit.edu 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

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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 mewtwo0...@gmail.com 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.Commands.Resolve(String[] cmd) in
 c:\Users\admin
 

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 ai.ai.aus...@gmail.com 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?

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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 r.raml...@gmail.com
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 infinite