Bug triage/2007-07-16/Transcript

From Second Life Wiki
Jump to navigation Jump to search
The printable version is no longer supported and may have rendering errors. Please update your browser bookmarks and please use the default browser print function instead.

Agenda

[15:01] Stevex Janus: I'm still rying yo catch up on eht 400+ emails from the list
[15:01] Soft Linden: Ping!
[15:01] otakup0pe Neumann: ICMP_ECHO_REPLY
[15:01] Daedalus Young: hi Rob
[15:01] Saijanai Kuhn: stop floating
[15:01] Soft Linden: Hee
[15:01] Stevex Janus: hi rob
[15:01] Soft Linden: Yeah, the list gets a bit noisy on and off :>
[15:01] Rob Linden: hi folks....y'all wanna try out my fancy new three prim meeting area down the hill?
[15:01] Soft Linden: Sure :>
[15:02] Soft Linden: Bring the bug box?
[15:02] Stevex Janus: oku
[15:03] Rob Linden: hopefully, we're close enough that people can still find us
[15:03] otakup0pe Neumann: hard to miss the mass of green dots :o
[15:03] Daedalus Young: follow the green dots
[15:03] Soft Linden shouts: Dale, Saijanai, down the hill!
[15:04] Squirrel Wood: /ao off
[15:04] Gigs Taggart: eek, wet
[15:04] Squirrel Wood: /ao on
[15:04] Dale Glass: interesting
[15:05] Gigs Taggart looks for a copy of the multi-sit-target script :)
[15:05] Soft Linden: What's that do - set a new target whenever someone sitss?
[15:06] Rob Linden: yeah, I'm not exactly the builder with the skilz
[15:06] Gigs Taggart: yep
[15:06] Soft Linden: Nice!
[15:06] Gigs Taggart: it was pretty ingenious :)
[15:06] Gigs Taggart: I don't have a copy on me right now
[15:06] Gigs Taggart: I'll have to drop one on rob later
[15:06] Soft Linden shouts: Aric, Dzonatas - down the hill today!
[15:06] Squirrel Wood gave you AutoSizing Ring Seat 20+.
[15:07] Boroondas Gupte: I think it can be rezzed by MultiGadget
[15:07] Saijanai Kuhn: lotsa lindens here today...
[15:07] Squirrel Wood: Mmm. Lindens ^^
[15:07] Soft Linden: Now we just need this to go floating down the river once triages start
[15:07] Rob Linden: alright....let's get started
[15:07] Rob Linden: VWR-779
[15:08] Rob Linden: https://wiki.secondlife.com/wiki/Open_Source_Meeting/Agenda
[15:08] Daedalus Young: 779 looks good to me
[15:08] Dzonatas Sol tried to sit...
[15:08] Soft Linden: Looks good to me
[15:08] Squirrel Wood: Isn't it http://wiki.secondlife.com/wiki/Bug_triage/Agenda ?
[15:09] Rob Linden: both should work
[15:09] Soft Linden: Squirrel: Yep!
[15:09] Daedalus Young: or even https://wiki.secondlife.com/wiki/Bug_triage/Monday_Agenda
[15:09] Rob Linden: (oh, whoops, you're right
[15:09] Soft Linden: But it was a trick: Now you have to run it, Squirrel.
[15:09] Squirrel Wood: the open sauce one shows me an empty list
[15:10] Soft Linden: VWR-779 import?
[15:10] otakup0pe Neumann: i can't notice a difference in the pictures, but go for it.
[15:10] otakup0pe Neumann: oh. looks liek the text on the top is less crunched
[15:10] Daedalus Young: Nicholaz' version is a bit cleaner
[15:11] Soft Linden: Overrunning that background area, which can make it unreadable with some backgrounds
[15:11] Rob Linden: yeah, ok. we should at least give Ben a heads up. it's debug stuff, so he'll be less concerned, but still
[15:11] Rob Linden: ...but I'll mark it for import
[15:11] Rob Linden: next up: SVC-337
[15:13] Soft Linden: Looks low-priority, but a valid bug if it's right. Might import, but not assign yet
[15:13] Dzonatas Sol: I haven't applied this patch, but I wonder if it conflicts with Dale's Mute Visibility.
[15:13] Dale Glass: that's Able's, not mine
[15:13] Dzonatas Sol: Able's.. my bad
[15:13] Soft Linden: The patch is just for easily reproducing a bug, not for fixing it.
[15:14] Squirrel Wood: depends on whether this is indeed a bug or intended behavior
[15:14] Boroondas Gupte: is there any documentation on what is is supposed to do?
[15:14] Dzonatas Sol: i see that now... "demonstrates".
[15:15] Rob Linden: this hasn't been discussed on sldev yet, has it?
[15:15] Soft Linden: I don't recall it
[15:16] Soft Linden: If it was brought up, it wasn't with the JIRA in it. No hits in search.
[15:16] Rob Linden: does anyone feel confident they know what the behavior should be here?
[15:17] Aric Linden: Rob, if you'd like you can import this and assign it to me
[15:17] Squirrel Wood: that's the point that needs clarification?
[15:17] Aric Linden: I'll have someone on my team repro it and provide feedback on correct behavior
[15:17] Soft Linden: At the very least, we should see if updateMutFlags is supposed to do something with that field. Yeah.
[15:18] Rob Linden: ok...that sounds great, Aric, thanks!
[15:18] Aric Linden: sure
[15:18] Rob Linden: next up: VWR-824
[15:18] Daedalus Young: SL isn't the only realtime 3D app with the transparent problem
[15:18] Squirrel Wood: 824.. isn't that something that is caused by opengl limitations of some sort or another?
[15:19] Daedalus Young: I'm sure I've seen it in Blender's Game Engine too
[15:19] Daedalus Young: also see the linked issues there
[15:20] Soft Linden: That kind of alpha sorting is an unsolved problem for poly-based engines. I'm sure that's duplicated internally...
[15:20] Dzonatas Sol: I'm sure 824 is related to another jira entry... somewhere
[15:20] Daedalus Young: VWR-27
[15:20] Rob Linden: we've discussed this general problem before
[15:20] Daedalus Young: for example
[15:20] Rob Linden: that's probably the one I'm thinking of
[15:20] Soft Linden: I'll close it as a dupe of that
[15:21] Squirrel Wood: I assume SL uses some form of z-buffer to render stuff... which should technically eliminate such z-order / alpha problems ?
[15:21] Daedalus Young: you'll need to have objects subdivided by the renderer
[15:21] Rob Linden: has anyone explained this general problem well, though?
[15:21] Rob Linden: VWR-27 is still kinda hanging out there as a probelm, too
[15:21] Daedalus Young: my comment on VWR-27:
[15:21] Daedalus Young: This happens because the Z-buffer (which you can see if you go to Snapshot > Capture > Depth) doesn't allow transparent texturing. You can make it work in a lot of situations, but it breaks when several objects are both behind -and- in front of eachother (like a ring around a pole, the ring is behind the pole, but the pole is behind the ring). As Thygrrr said, it requires geometry subdivisions, divide the ring in 2 pieces, one piece behind the pole and one piece in front of it.
[15:22] Dzonatas Sol: I like that idea... subdivisions
[15:22] Rob Linden: VWR-203 is the discussion I'm remembering, but it looks like they're all related
[15:22] Soft Linden: But it gets even more complicated than that, when you have 3-4 objects overlapping, the number of subdivisions required is explosive.
[15:23] Daedalus Young: yeah, I've linked some up yesterday
[15:23] Rob Linden: ok, so resolved/duplicate?
[15:23] Dzonatas Sol: yes.
[15:23] Daedalus Young: there are many more issues concerning transparency
[15:23] Squirrel Wood: it happens with objects that have different 3d positions inworld and aren't intersecting at all.
[15:23] Dzonatas Sol: real-time ray-tracers have a way to subdivide fast
[15:23] Boroondas Gupte: classic z-buffer trick only works for opaque objects, for transparent ones you would need a list/array/whatever of several z values per pixel which isn't performant anymore
[15:23] Daedalus Young: also sorting in HUDs wrong
[15:23] Daedalus Young: I believe it's basically all the same problem
[15:23] Rob Linden: next up: VWR-914
[15:24] Gigs Taggart: HUD alpha is newly broken daedalus
[15:24] Gigs Taggart: at least in terms of picking and certain rendering problems
[15:24] Daedalus Young: ok gigs
[15:25] Soft Linden: VWR-914 will likely become more of a problem with Vista as well. Memory needs to be sized based on available texture memory, not the whole of video memory.
[15:25] Gigs Taggart: yeah
[15:25] Soft Linden: Vista uses quite a bit more memory for UI compositing as well.
[15:25] Gigs Taggart: same with linux and Beryl/etc
[15:25] Dzonatas Sol: It has votes. Import without patch?
[15:25] Gigs Taggart: 3D desktop is only going to get more common
[15:25] Squirrel Wood: If you run the transparent glass ui on vista it demands a 256mb gfx card methinks
[15:26] Soft Linden: Yeah. Or I can make a note to ask for suggestions on how to choose the size on-list
[15:26] Aric Linden: It coincides nicely with an internal uptick in vista diagnostics too
[15:26] Gigs Taggart: yes import
[15:26] Rob Linden: k...marked for import
[15:26] Rob Linden: next VWR-1448
[15:27] Squirrel Wood: seen that happen on one of me products
[15:27] Squirrel Wood: quite annoying actually
[15:27] Gigs Taggart: I haven't tried the repro but it looks detailed
[15:27] Gigs Taggart: Looks good to me for import
[15:28] Rob Linden: I'll import
[15:28] Rob Linden: next
[15:28] Rob Linden: VWR-747
[15:28] AusFox Walcott: Oh noes, its teh feds!
[15:28] Gigs Taggart: 747 is straightforward
[15:28] AusFox Walcott hides contraband* <_< >_>
[15:28] Gigs Taggart: a "misfeature" that was waiting to get enough votes to triage again
[15:28] Rob Linden waits for VWR-747 to load
[15:29] Gigs Taggart: I almost made a patch for 747, I expect it to be one liner :)
[15:29] Squirrel Wood: humm.. when uploading a 1022x510 texture, SL will size it down to 512x256 when it would be better of sizing it to 1024x512... not related but I think its worth mentioning ^^
[15:29] Gigs Taggart: squirrl you might want to report that in Jira too :)
[15:30] otakup0pe Neumann: heh
[15:30] Soft Linden: The bigger problem is the number of builders using 1024 when 128 would do ;)
[15:31] otakup0pe Neumann: True.
[15:31] Saijanai Kuhn: There's a solution for that with sculpties at least
[15:31] Saijanai Kuhn: allow lossless compression only for 128 or less
[15:31] Squirrel Wood: I'd use 10240² if there was a need for it (high quality animation :p)
[15:31] Soft Linden: Saijanai - that's brilliant
[15:31] Gigs Taggart: 1024 is useful for "whole object" maps
[15:32] Saijanai Kuhn: not my idea. pretty much the concensus of everyone
[15:32] Daedalus Young: texture atlases
[15:32] Daedalus Young: make one object with different textures, but all textures mapped onto one large texture
[15:32] Gigs Taggart: a 128 lossless is probably bigger than a 1024 compressed :)
[15:32] Squirrel Wood: mipmaps... let people choose a maximum mipmap level to load in clients ?
[15:32] Soft Linden: Even if not lossless, a higher quality level, enough to kill visible macroblock borders
[15:33] Saijanai Kuhn hopes that Gigs is wrong...
[15:33] Gigs Taggart: hehe
[15:33] Gigs Taggart: well I exaggerate
[15:33] Gigs Taggart: to be honest I would love a lossless option
[15:33] Soft Linden: But this one - import?
[15:33] Gigs Taggart: yes 747 import
[15:33] Saijanai Kuhn: 64 with lossless is probably enouygh, from what Qarl says, but we shall see
[15:33] Gigs Taggart: it was waiting for votes
[15:33] Squirrel Wood: I'm all for it
[15:33] Gigs Taggart: it has them now
[15:33] Gigs Taggart: it's going to be like one line of code I bet
[15:34] Rob Linden: ok...I'll import, though I'm still a little confused, to be honest
[15:34] Gigs Taggart: right now upload previews constrain aspect ratio to the powers of two the actual texture is
[15:34] Rob Linden: could someone maybe clear up the description a little bit?
[15:34] Bridie Linden: yes, please
[15:34] Gigs Taggart: ok I'll do it
[15:35] Aric Linden: Thanks. I'm worried that we might be making things worse if we change this.
[15:35] Aric Linden: A better description of what's expected will help avoid that
[15:35] Rob Linden: I think it's worth a discussion from whoever made the change. can't promise a fix, thoguh
[15:36] Dzonatas Sol: How about an extra L$5 for lossless?
[15:36] Rob Linden: next up: VWR-857
[15:36] valebi Aabye: i m looking for a job
[15:36] Gigs Taggart: I'd pay 500L for a 1024 lossless :)
[15:37] Boroondas Gupte: lossless is to be considered when uploading, not when displaying
[15:37] Saijanai Kuhn notes: aren;t we all
[15:37] Dzonatas Sol: blackened avatars on macs... dupe
[15:37] Daedalus Young: yes, seen a dupe of it too
[15:37] valebi Aabye: where is teleport?
[15:37] Rob Linden: oh...yeah, it's linked to the dup, just not marked
[15:37] Aric Linden: I think it would be nice to have a repro for 857
[15:37] valebi Aabye: hi
[15:38] Squirrel Wood: repro? Get a Mac? ^^
[15:38] Daedalus Young: no, not that easy Squirrel
[15:38] Soft Linden: Valebi: Try clicking 'search' at the bottom of the screen and finding a location to teleport to in there
[15:38] Squirrel Wood: aww
[15:38] Daedalus Young: I'm on a Mac and it doesn't always happen
[15:38] Aric Linden: Same here Daedalus.
[15:38] Daedalus Young: have seen it on other avatars though
[15:38] Rob Linden: dup of VWR-771
[15:38] Daedalus Young: usually when I log into a busy area, a highly-prim-attached avatar turns up black
[15:39] Rob Linden: next up: VWR-400
[15:39] Gigs Taggart: I have updated 747
[15:39] Bridie Linden: thx Gigs
[15:39] Soft Linden: ty Gigs :)
[15:39] Rob Linden: ditto
[15:39] Squirrel Wood: packet loss related "bug" ?
[15:39] Daedalus Young: I think 400 is due to packet loss indeed
[15:40] valebi Aabye: soy nueva
[15:40] Gigs Taggart: oh I have news on that front
[15:40] Gigs Taggart: I have installed the latest ubuntu beta which has the traffic shaping module I need to do full latency and packet loss testing
[15:40] Dzonatas Sol: sounds like packet loss
[15:40] Saijanai Kuhn: valebi try going to the second life library and asking for help from the librarians
[15:40] Gigs Taggart: that was holding me up previously
[15:40] valebi Aabye: i need telepot
[15:41] Gigs Taggart: I will be hopefully trying to repro most latency and packet loss related bugs real soon now and posting how to do so to the sldev list :)
[15:41] Saijanai Kuhn: use that to teleplort to the library
[15:41] Bridie Linden: / valeba, you can use the Map to find a location and teleport there.
[15:41] Saijanai Kuhn: there are often people there to help you
[15:41] Bridie Linden: / velebi, sorry
[15:41] valebi Aabye: i must push teleport
[15:42] Dzonatas Sol: yes
[15:42] Saijanai Kuhn: 5-10 people there ATM she should be fine
[15:43] Rob Linden: it doesn't look ats though there's a reliable repro for this, short of what Gigs is talking about
[15:43] Dzonatas Sol: resolve/no repro =/
[15:44] Gigs Taggart: well it's pretty straightforward I think, the client "moves" the prim visually but the server is authoritative in the end
[15:44] Dzonatas Sol: or need more info.. for network info
[15:44] Squirrel Wood: yep. poster needs to provide packet loss detail info for cases when it "happens"
[15:44] Gigs Taggart: hopefully that command will move to TCP :)
[15:45] Rob Linden: k...will resolve/cannot repro for now
[15:45] Aric Linden: for 1043 please import it and assign it to me
[15:45] Rob Linden: next up: VWR-1043 which sounds like we've got a resolution for
[15:45] Saijanai Kuhn: talk about synchornicity. Someone in teh scripters group just described a situation where they could stretch a build to cover 1/2 a sim without unlinking
[15:46] Dzonatas Sol: close.. old
[15:46] Rob Linden: thx aric
[15:46] Dzonatas Sol: not 1043... but next
[15:46] Dzonatas Sol: 63
[15:46] Rob Linden: VWR-63
[15:46] Squirrel Wood: Sai... build it small scale, link, then scale it up
[15:47] Saijanai Kuhn: ah, well, new to me...
[15:47] Dzonatas Sol: 63 has been fixed
[15:47] Dzonatas Sol: i makred is reolved/fixed
[15:48] Dzonatas Sol: *it as
[15:48] Soft Linden: I'd be curious to see the shop though. It sure sounds like it could even just be someone with two objects in the same location. Or too close for decisive Z-ordering.
[15:48] Rob Linden: when was it fixed?
[15:48] Gigs Taggart: soft I remember talking with someone about this bug and they said it wasn't z-ordering
[15:48] Gigs Taggart: soft it almost sounds like video ram corruption
[15:48] Dzonatas Sol: This was a bug up until the 1.13 and 1.14
[15:49] Dzonatas Sol: I used to get it also
[15:49] Dzonatas Sol: it doesn't happen anymore
[15:49] Rob Linden: ok...good enough
[15:49] Rob Linden: next up: SVC-29
[15:49] Aric Linden: I'd be curious to know if this is still an issue
[15:50] Gigs Taggart: yeah, he would know if it was hehe
[15:50] Aric Linden: could we ask him?
[15:50] Gigs Taggart: he's surely the largest user of XML-RPC in the world
[15:50] Aric Linden: really?
[15:50] Rob Linden: which issue are we talking about? SVC-29?
[15:50] Gigs Taggart: I would think so, all those thousands of SLX boxes
[15:50] Aric Linden: yes, the xml-rpc issue
[15:51] Dzonatas Sol: there was a dns issue with xml-rpc... that may be fixed now
[15:51] Aric Linden: it's hard for us to test xml-rpc timing issues internally
[15:52] Gigs Taggart: I think Kelly said xml-rpc is a bottleneck system where it all goes through a single server and that was causing trouble.
[15:52] Squirrel Wood: mayhaps it'd be a good idea to set up a bunch of xmlrpc boxes in different sims and have them monitor "round trip" times of sorts?
[15:52] Gigs Taggart: I don't know if that is still the case.
[15:52] Aric Linden: If it's still a problem, I'd love to know about it and work with him to repro it and analyze the specifics
[15:52] Gigs Taggart: yeah he'd be the guy to go to, I'm sure he gets emails every time the system slows down :)
[15:53] Aric Linden: Rob, can I propose that we ask Nynthan if he's still seeing problems and if so, put him in touch with me?
[15:53] Saijanai Kuhn wonders if there is a debug assistance kit for landowners and lindens. wander into a sim and click option #3 in the HUD...
[15:53] Squirrel Wood: Where's my moose.. err.. money? ^^
[15:53] Gigs Taggart: noo I mean Apotheus
[15:54] Aric Linden: Ahh. thanks Gigs. Apotheus it is. Rob, is that ok with you?
[15:54] Rob Linden: that's fine
[15:54] Boroondas Gupte: SVC-29 is linked to an issue that can't be viewed by public (SVC-1)
[15:55] Rob Linden: yeah, I'm not sure what's up with that.
[15:55] Boroondas Gupte: I saw that with another issue that's been mooved to the security project, or something
[15:56] Rob Linden: next up MISC-23
[15:56] Rob Linden: (for what it's worth, it says I don't have perms to see SVC-1, which is really weird)
[15:56] Daedalus Young: description is a bit unclear, but apparently with very large builds, "edit linked parts" and editing a prim unlinks it
[15:56] Gigs Taggart: MISC-23 I saw a recent complaint about from Lewis Nerd on SLDEV group.
[15:56] Gigs Taggart: spontaneous unlinking
[15:57] Saijanai Kuhn cues Twilight Zone music
[15:57] Squirrel Wood: I have not had that happen to me as of yet
[15:57] Gigs Taggart: it is a little hard to repro, might be packet loss related again
[15:57] Gigs Taggart: Isn't Lewis in UK?
[15:57] Saijanai Kuhn: might be related to the wandering child prims thing
[15:57] Gigs Taggart: high latency/packet loss might be a trigger for this
[15:58] Daedalus Young: I don't knw how edit linked parts works internally, if that unlinks and relinks a linkset, it could be related to packet loss
[15:58] Dzonatas Sol: linksets usually move as one vector
[15:59] Dzonatas Sol: so packet loss is doubted
[15:59] Rob Linden: hrm...ok. what's the next step?
[15:59] Gigs Taggart: I don't know at this point.
[15:59] Daedalus Young: trying to get a solid repro? :S
[15:59] Aric Linden: I'd suggest either a solid repro
[15:59] Rob Linden: do we need some way of marking issues as possible packet loss related?
[15:59] Gigs Taggart: Meta-issue for potentially latency/packet loss related bugs seems called for.
[15:59] Gigs Taggart: yes
[15:59] Dzonatas Sol: IM Lestat
[16:00] Gigs Taggart: it would make testing easier once I develop some test scenarios for high latency/packet loss
[16:00] Dzonatas Sol: OK... I'll IM Lestat and post the reply to the jira
[16:01] Rob Linden: k....looks like we're out of time
[16:01] Daedalus Young: aww, already
[16:01] Squirrel Wood: That was a quite productive hour again ^^
[16:01] Rob Linden: thanks everyone for showing up!
[16:01] Soft Linden: Thanks all :)
[16:02] Squirrel Wood: Thanks for listening to our opinions and suggestions ^^
[16:02] Dzonatas Sol: thank you for your time 'all
[16:02] Daedalus Young: Lindens thanks for letting us help :)
[16:02] Squirrel Wood: /ao on
[16:02] Soft Linden: Who's meeping?
[16:02] Daedalus Young: not me
[16:02] Bridie Linden: bye !
[16:03] Daedalus Young: bye