User:Zero Linden/Office Hours/2007 Feb 13

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.

Transcript of Zero Linden's office hours:

[12:54] Willow Ranger: hi redd....
[12:54] Thermoriax Golding: I just consider the source, Johnny...
[12:54] No room to sit here, try another spot.
[12:54] Zero Linden: what am I doing up here?
[12:54] Johnny Clarke: l0l
[12:55] Redd Nyle: Hey there Zero
[12:55] Thermoriax Golding snugs her wings back around Zero...
[12:55] Johnny Clarke: u r the linden.. xD
[12:55] No room to sit here, try another spot.
[12:55] Zero Linden: okay - I'll sit here
[12:55] Zero Linden: hi all!
[12:55] Johnny Clarke: heyhey
[12:55] Dezire Moonlight: Hello
[12:55] Thermoriax Golding: Hi, Low, Median...
[12:55] Fremont Cunningham: Hello Zero
[12:55] Redd Nyle: Thanks for having us!
[12:55] Zero Linden: thanks for coming
[12:56] Thermoriax Golding: There are quite a lot of us wanting tech info, ya...
[12:56] Johnny Clarke: i think this is great..
[12:56] Johnny Clarke: and i actually thought, there would be more ppl
[12:57] Everett Mills: Maybe people didn't realize it was 1pm PST. I'm East coast.
[12:57] Johnny Clarke: i see a naked woman.. xD
[12:57] Thermoriax Golding: People that /want/ to dig into Client/ Server handshaking...?
[12:57] Redd Nyle: I'm glad there aren't, this is so much more personal
[12:57] Dezire Moonlight: very true
[12:57] Johnny Clarke: i guess were not complete yet.. ^^
[12:57] Thermoriax Golding: 1pm LindenTime, which is PST...
[12:57] Johnny Clarke: but u r right
[12:57] Zero Linden: what - there aren't enough people here for ya? there are for me!
[12:58] Johnny Clarke: no, thats not what im saying..^^
[12:58] Thermoriax Golding: There... put my Developer cap on...
[12:58] Zero Linden: okay - I have no format for this - and haven't done one before, so it's kinda open....
[12:58] Zero Linden: ...
[12:58] Zero Linden: but
[12:59] Zero Linden: I'd like to make sure that everyone gets to participate
[12:59] Zero Linden: so don't take it the wrong way if I table a discussions
[12:59] Zero Linden: for later
[12:59] Johnny Clarke: sure thing..
[12:59] Redd Nyle: Can you start by telling us a little about yourself?
[12:59] Zero Linden: if there really aren't any others, we'll come back to it
[12:59] Zero Linden: Indeed
[12:59] Zero Linden: I'm a "Studio Director" --
[12:59] Fremont Cunningham: maybe tell us what parts of the technology you know about, Zero?
[12:59] Zero Linden: which is Linden-speak for a person who
[13:00] Johnny Clarke: let him talk l0l
[13:00] Zero Linden: leads a group of engineers on a related set of projects
[13:00] Zero Linden: things that last more than just a few weeks
[13:00] Zero Linden: my studio, Studio Icehouse, is working on message infranstructure -- the parts of the system that glue things together
[13:00] Johnny Clarke: oO
[13:01] Johnny Clarke: ouch..
[13:01] Zero Linden: since that is currently limiting our options in the mid-term future (like 6 mons. to a year)
[13:01] Zero Linden: An example is teh dreaded "Message Template"
[13:01] Zero Linden: which describes the messages that peices send to each other
[13:01] Zero Linden: right now - every SW piece has to be running the same version
[13:01] Zero Linden: which is why we often have to bring the grid down
[13:01] Zero Linden: or force you to upgrade the viewer
[13:02] Thermoriax Golding: Ohyes... I definitely want to talk about insystem messaging...
[13:02] Zero Linden: our studio is working to remove that restriction from the template
[13:02] Thermoriax Golding: Ever get the feeling you should have rented a stadium...? ;}
[13:02] Zero Linden: whcih in turn will enable things like gradual sim updates, more optional viewers, estate owner choosing update time, beta tests as part of the live grid, etc....
[13:03] Zero Linden: gosh - welcome all
[13:03] Tree Kyomoon: hello there! DId anyone ask about Mono yet?
[13:03] Zero Linden: who knew this many nerds^h^h^h^h^hnice avatars would show up?
[13:03] Dezire Moonlight: LOL
[13:03] Thermoriax Golding: YOu just did...
[13:04] Tree Kyomoon: :)
[13:04] Tree Kyomoon: well?? the lack of arrays is killing me!
[13:04] Zero Linden: okay - mono -
[13:04] Thermoriax Golding: You have strings... you have Notecards... make your arrays...
[13:04] Zero Linden: realize that the first roll out of mono will still just support the LSL language
[13:04] Thermoriax Golding: How hard is it to make a translation layer...?
[13:04] Zero Linden: which, alas, means crummy data structures
[13:04] Tree Kyomoon: is there a plan to go ECMA
[13:05] Fremont Cunningham: Crummier than now?
[13:05] Zero Linden: well - MONO means that we have a VM that supports multiple langauges
[13:05] Zero Linden: BUT
[13:05] Johnny Clarke: why so many questions at once guys? keep it cool..
[13:05] Zero Linden: no no, not crummier than now - exactly as crummy as now - it will be the same LSL language
[13:05] Redd Nyle: Guys, let's give some room, we'll get to everything.
[13:05] Zero Linden: BUT
[13:05] Zero Linden: adding support for another language
[13:05] Zero Linden: will
[13:06] Zero Linden: mena having to port/build interfaces to the whole LSL library
[13:06] Zero Linden: and figuring out how to match the execution model of the langague to scripts in prims
[13:06] Heather Goodliffe: Zero, theoretially we could add a a compiler to the open SL client that compiles other langauges and uploads the CLR?
[13:06] Zero Linden: most languages run a main() function and quit... which doesn't match scripts on an object, now does it
[13:06] Thermoriax Golding: No, but Realtime handlers do...
[13:06] Zero Linden: Heather - yes, you could, but we aren't supporting the full CLR - as the full CLR didn't anticipate an environment like SL
[13:07] Fremont Cunningham: It does as long as you dont quit.
[13:07] Zero Linden: so we'd have to carefully screen the assemblies
[13:07] Zero Linden: and that work isn't done
[13:07] Heather Goodliffe: right, but the compiler is in the client, so I'd imagine the compiling to the mono CLR would still be int he client?
[13:07] Zero Linden: Fremont - we are event based in our scripting, and while a loop that doesn't quit might seem right - we don't want each person to have tow rite an event fetch loop
[13:07] Zero Linden: in other languages
[13:08] Zero Linden: Heather -
[13:08] Zero Linden: the compiler will be moving to the simulator for LSL very soon now
[13:08] Heather Goodliffe: ah, ok :)
[13:08] Zero Linden: so, uploading compiled CLR will require a CLR verification step (like the Java verifier)
[13:08] Fremont Cunningham imagined a standard interrupt vector set
[13:08] Fremont Cunningham: But ..
[13:09] Zero Linden: Fremont - I can too, but again, we're going to have to come up with the "standard" way to map this into each langauge
[13:09] Tree Kyomoon: how about running from the mozilla to SL and back with scripts?
[13:09] Tree Kyomoon: is that a workaround?
[13:10] Zero Linden: Tree - not sure how you mean - but, for many reasons, scripts really need to execute on the server
[13:10] Zero Linden: for one, they are the only form of asset that we can completely protect since they never need to leave our network
[13:10] Thermoriax Golding: Data security, for one good reason...
[13:10] Tree Kyomoon: well if I need to do some math that SL doesnt handle, I can pass stuff from SL to say flash, then return results
[13:11] Fremont Cunningham: Is it still thought that LSL>MONO> CLR> ... will result in 'LSL running a lot faster' ?
[13:11] Zero Linden: true - for example now, many people do that sort of work by passing comuptation out to external servers via llHTTPRequest or e-mail and XML-RPC
[13:11] Zero Linden: Yes, LSL compiled to CLR, run on MONO is dramatically faster
[13:11] Tree Kyomoon: yes, but HTTP request HIDES the header info
[13:11] Zero Linden: thogh it depends on what your are doing
[13:12] Zero Linden: Tree, what does it hide? you mean the headers on the response?
[13:12] Tree Kyomoon: well I had asked about sending proprietery authentication headers
[13:12] Tree Kyomoon: SL should ignore them
[13:12] Tree Kyomoon: but it just gobbles them up
[13:12] Zero Linden: yes, we don't have support for the script to get those
[13:12] Zero Linden: that could be added later
[13:13] Tree Kyomoon: that would be AWESOME
[13:13] Tree Kyomoon: :)
[13:13] Zero Linden: it is common to put authentication challenges in the body - since usually most people come up with custom body formats for their LSL scripts anyway
[13:13] Tree Kyomoon: well, not in the internet world
[13:13] Tree Kyomoon: at least in my experience
[13:14] Zero Linden: true - if you are tring to talk to existing services -- though most have found LSL inadequate for parsing such things
[13:14] Tree Kyomoon: its really close....Im pretty excited about what ive been able to do so far
[13:16] Zero Linden: alas - I appologize - I worked on llHTTPRequest - and it was great fun my first six months here to be adding new features that people used
[13:16] Zero Linden: now, alas
[13:16] Zero Linden: many of us have dedicated ourselves
[13:16] Zero Linden: to less sexy tasks like message system
[13:16] Fremont Cunningham: What about resource control under MONO? At present many sims are saturated by excessive scripts. Running faster should help - but eventually people will hog the resources again.
[13:16] Zero Linden: to enable this place to scale massivly
[13:16] Zero Linden: whch - in a way - has it's own charm
[13:16] Thermoriax Golding: Ya... I was wondering about the scaling, myself...
[13:17] Zero Linden: let me answer Fremont's question - but let's move on to scaling from scripts for awhile
[13:17] Radslns Hutchence: its always about the messages
[13:17] Heather Goodliffe: yeah, I actually came here because I couldn't get anything done atm
[13:17] Heather Goodliffe: grid seems to be having issues
[13:17] Zero Linden: yes - there has been brewing talk about a mor comprehensive system for resource utilization
[13:17] Zero Linden: tying many more things to prims
[13:17] Heather Goodliffe: seems to happen around 2pm most days
[13:17] Zero Linden: or rather prim allotment
[13:17] Thermoriax Golding: for an N number of users increase, the messages increase how... Log (N)... N*N... N^2...?
[13:18] Dezire Moonlight: listens intently to changes
[13:18] Zero Linden: but it is difficult to come up with a plan that works equitably for land owners, avatars with attachments, and visitors working on your land
[13:18] Zero Linden: messages? well - now that isn't a simple answer
[13:18] Zero Linden: - but this is a tech crowd!
[13:18] Heather Goodliffe: Zero, account level quotas is somethign I had suggested
[13:18] Thermoriax Golding: We need to separate physical prims, from construction prims, and perhaps even from Scripting prims...?
[13:18] Fremont Cunningham: Just limiting Scripts attached to an Av, to say 100 max would help a lot
[13:19] RJ Source: A tech crown - but many sugar crashing from lunch..
[13:19] Zero Linden: he he
[13:19] Dezire Moonlight: do you mean that the prims an avatar wears will then count against the land?
[13:19] Heather Goodliffe: dezinre, I mean quotas for all resources
[13:19] Dezire Moonlight: ah k
[13:19] Thermoriax Golding: Sounds more like a simple ceiling to Scripts- On_ PRims, Sis...
[13:19] Zero Linden: On limits - no, it isn't clear how to handle attachments - and even high end limits, like 100 scripts per, are probably not enough
[13:20] Zero Linden: okay - I'mgoing to move onto messages
[13:20] Zero Linden: when y ou are in a region
[13:20] Zero Linden: like here
[13:20] Thermoriax Golding: What would /use/ 100 scripts on an AV, really...?
[13:20] Radslns Hutchence: bad design
[13:20] Radslns Hutchence: some weapons systems
[13:20] Thermoriax Golding: Very...
[13:20] Zero Linden: the simulator is responsible for handling all the messages
[13:20] Heather Goodliffe: LSL kind of is condusive to bad design
[13:20] Zero Linden: for the whole region
[13:20] Thermoriax Golding: Weapon systems can offload some of that to object prims...
[13:20] Zero Linden: AND all the avatars in it
[13:20] Kenny Bumbo: do any of u think im sexy
[13:21] Heather Goodliffe: if you want modular code you have to have multiple scripts
[13:21] Radslns Hutchence: No kenny
[13:21] Zero Linden: some aspects of
[13:21] Zero Linden: the problem are inheritly O^2
[13:21] Zero Linden: if there are 40 avatars moving, each viewer needs the messages of all 40 avatars+ 40*40 load
[13:22] Dezire Moonlight: Kenny this is a meeting
[13:22] Thermoriax Golding: Square increase...
[13:22] Zero Linden: Kenny join us please
[13:22] Zero Linden: or....
[13:22] Zero Linden: well
[13:22] Zero Linden: okay
[13:22] Zero Linden: BUT
[13:22] Zero Linden: right now much of the other work is really only scaled liniearly
[13:23] Zero Linden: linearly
[13:23] Zero Linden: like doing search or inventory
[13:23] Thermoriax Golding: Is there a way we can send non- secure messages from client to client, perhaps...?
[13:23] Zero Linden: it's just that the load on this sim for all of us is much greater than the load on another sim with only one av in it
[13:23] Thermoriax Golding: More a Peer to Peer arrangement...?
[13:23] Tree Kyomoon: have you guys explored HHCodes to make the voxels render more efficiently?
[13:23] Radslns Hutchence: what's the message packet like Zero? any chances to make it smaller and shorter
[13:24] Radslns Hutchence: get more messages moving faster?
[13:24] Zero Linden: Well, peer-to-peer messaging has problems for most people with firewalls
[13:24] Zero Linden: Voice over IP does it with horrible tricks
[13:24] Heather Goodliffe: I was in a sim with 80 AVs in it the other day
[13:24] Zero Linden: that I'm not sure we want to code
[13:24] Thermoriax Golding: Once SL scales beyond a certain point, some tasks have to be shared off server...
[13:24] Thermoriax Golding: We cannot reasonably ask the Server to relay everything...
[13:24] Zero Linden: So, the packets are pretty small - and we don't see data size as the problem - just managign them
[13:24] Zero Linden: so a plan
[13:25] Zero Linden: is move avatar related messages to an avatar server
[13:25] Thermoriax Golding: Sounds good...
[13:25] Zero Linden: leaving the sims to just simulate and deal with messages
[13:25] Zero Linden: that are just region based
[13:25] Fremont Cunningham: Once central Avatar server? Or one per sim.. or few sims?
[13:25] Radslns Hutchence: do you persist messages to file regularly? in a DBMS? or is it all memory based?
[13:25] Radslns Hutchence: the client to client messages?
[13:26] Zero Linden: another tactic is to move manythings, like search, into HTTP based queries that your viewer can do, whcih means they can be vectored to other machines
[13:26] Zero Linden: right now the simulator for the region you are in must proxy the request for searches
[13:26] Tree Kyomoon: google search in SL
[13:26] Zero Linden: Fremont - the design would be one avatar server per N on-line avatars, where N is like 100 or 500 or so
[13:27] Zero Linden: (number to be determined, actuall)
[13:27] Willow Ranger: sounds costly ....
[13:27] Fremont Cunningham: Like he says - cost of scaling...
[13:27] Zero Linden: so we decouple the two axes of growth: land and on-line agents, into two independently growable servers: simulators for land, agent hosts for on-line agents
[13:28] RJ Source: Could be worse. Cost-wise.
[13:28] Zero Linden: well - at present we put a CPU on-line for every region - currently at what, 5000 and growing?
[13:28] Thermoriax Golding: Now... is there a way to break up the assets, perhaps making them a bit easer to handle...?
[13:28] Radslns Hutchence: yes
[13:28] Zero Linden: so, putting a CPU on line for every 500 on-line agents wouldn't be that hard for us
[13:28] Fremont Cunningham: What does this do for the horrors of sim boundary crossing in a plane at 100kM/h with 5 riders?
[13:28] Radslns Hutchence: hot assets.. stored closer to the AV
[13:28] Radslns Hutchence: and cold one
[13:28] Radslns Hutchence: s
[13:29] Radslns Hutchence: where delay is more acceptable
[13:29] Zero Linden: Rads - no, we don't ever persist messages
[13:29] Zero Linden: Fremont - makes it MUCH MUCH better
[13:29] Fremont Cunningham: Great!
[13:29] Thermoriax Golding: Ya... that would make people creep out real quick... the things they do here, being recorded...
[13:29] Zero Linden: see - at present, when all five of you cross - not only does the sim have to hand off the plane, but it has to hand off managemnt of 5 AVs
[13:29] Heather Goodliffe: Thermoriax, most things are recorded
[13:29] Zero Linden: and do this while IMs may be flying around, etc...
[13:29] Radslns Hutchence: again.. we're talking internal messages
[13:29] Fremont Cunningham: Right
[13:29] Radslns Hutchence: not chat
[13:30] Zero Linden: in the new design, the agents would never leave their agent host during this
[13:30] Willow Ranger: how about if the region-server and the avatar server arent in the same datacenter?
[13:30] Zero Linden: so the sim just has to hand off the plane
[13:31] Heather Goodliffe: the messages aren't recorded, but transactions with the database are
[13:31] Fremont Cunningham: av attach points all handle ok?
[13:31] Tree Kyomoon: that sounds like a great plan , Zero
[13:31] Zero Linden: the goal would be to allow the agent hosts and sim hosts to not be in the same datacenter - and use the public internet if not, though if they were, it would a faster connection
[13:31] Zero Linden: but again, there should much less hand off as you fly around
[13:32] Karen Linden: hi all
[13:32] Zero Linden: so while we are adding a
[13:32] Dimitrio Lewis waves to Karen
[13:32] Redd Nyle: Hi Karen
[13:32] Zero Linden: message path (agent host to simulator) we are reducing the amount of data moved
[13:32] Tree Kyomoon: then you could opensource the sim servers and av servers at different times!
[13:32] Zero Linden: indeed... we could...!
[13:33] Zero Linden: wow - look at tis crowd
[13:33] Tree Kyomoon: so any progress on Mozilla?
[13:34] Thermoriax Golding: LIke I said from the start... there are a lot of people hungry for some Tech Specs...
[13:34] Zero Linden: Note - we don't actually record much other than the state of things - the onlly transactions in the DB we record are L$ transactions
[13:34] Zero Linden: since those need careful accounting
[13:35] Martian Manga: I'm a bit surprised by Linden Lab's decision to strengthen the scripting environment internally (Mono). I guess I would've expected the strategy to be to encourage residents over time to host expensive processes externally and to simply pipe updates back and forth between in-world objects and servers. In other words, to leave objects doing only what only objects can do, if that makes sense.
[13:35] Zero Linden: Hold that thought, Martian....
[13:36] Zero Linden: On Mozilla - there are still some significant technical hurdles here
[13:36] Zero Linden: we've got it working for much content as a 2d window inside the viewer, as you know
[13:36] Zero Linden: and you've seen (maybe) our demonstration of browsing on a flexible 3D surface with OpenGL
[13:36] Zero Linden: BUT,
[13:37] Zero Linden: The Mozilla codebase has been difficult to efficently integrate - it wasn't designed for this kind of rendering situation
[13:37] Zero Linden: so getting it on a prim is still a ways off
[13:37] Karen Linden waves back...albeit belatedly!
[13:37] Zero Linden: another challenge is that we haven't been able (nor has anyone) been able to get Flash to work rendered in an OpenGL environment
[13:38] Tree Kyomoon: do you lack support from ADOBE?
[13:38] Zero Linden: Finally, on Mozilla, there are many different ways people might want to use HTML on a prim:
[13:38] Zero Linden: Is it a way to render text and images and layout statically on a prim surface?
[13:38] Zero Linden: Is it a shared browser?
[13:38] Zero Linden: Is it a UI subsystem for LSL scripts?
[13:38] Zero Linden: Is it a non-shared browser?
[13:39] Zero Linden: Does it look at content from the web, or content from in-world (HTML on a notecard or dynamically generated)?
[13:39] Zero Linden: Here's a request
[13:39] Zero Linden: PLEASE: write up a scenario of how you think of using HTML on a prim on a notecard and drop it on me
[13:40] Zero Linden: OKAY
[13:40] Kibble Ahn: I found an error in the source that is easy to fix. Since I'm not a payment member I cannot contribute patches. But it is easy to fix.
[13:40] Kibble Ahn: Can I just tell you about it?
[13:40] Zero Linden: We do want to encourage people to off load more computationally intensive processes to off-world servers
[13:40] Heather Goodliffe: zero, user quotas would do that
[13:41] Zero Linden: Kibble - I don't konw the procedures
[13:41] Zero Linden: surely you can put it on the Wiki?
[13:41] Zero Linden: Again, heather - user quotas aren't so simple - we can't compute the sum total across the grid
[13:41] Kibble Ahn: Aren't you the open-source guy? Or is that a different lInden?
[13:41] Zero Linden: and no quota in any region could be low enough to matter -
[13:42] Zero Linden: that is, any level we set that is functional, would be too high if 200 Avatars took advantage of it
[13:42] Huns Valen: some things need to run fast that cannot be effectively offloaded to remote data centers, such as vehicle physics simulations. we really need Mono to do that better.
[13:42] Vitis Obviate: there is nothing wrong with implementing basic html first? After all the web only had very simple html to start with and it was still useful
[13:42] Thermoriax Golding: Questions about Prims and Prim Rendering...?
[13:42] Zero Linden: Which isn't to say that we don't want quotas, just that they are tricky
[13:42] Zero Linden: Kibble - no, that is Rob LInden
[13:42] Kibble Ahn: Ah... okay. Sorry.
[13:42] Zero Linden: His plot is just down the way and he has office hours on Mon. Wed. and Fri.
[13:42] Zero Linden: No probl.
[13:43] Kibble Ahn: Are office hours of the different Lindens posted somewhere?
[13:43] Zero Linden: Huns - exactly - and even simple stuff is just too much of a drain with the current LSL VM
[13:43] Karen Linden: Kibble: I think so
[13:43] Karen Linden: on the event calendar?
[13:43] Zero Linden: Thermoriax - sure, but I'm not a big 3D rendering guy...
[13:43] Zero Linden: but, shoot
[13:43] Zha Ewry: Very minor logistics question, will you be posting a chat log, anyehere, for the whole session today?
[13:43] Zero Linden: Kibble - he's not on the claendar yet - but ther eis a sign on his cubicle (yes - his build is a cubicle! )
[13:44] Karen Linden: ah, yeah
[13:44] Tree Kyomoon gave you TO ZERO from Tree Kyomoon.
[13:44] Karen Linden: that's too bad kibble. I see Jeska's but not any others...
[13:44] Thermoriax Golding: Well... there are all kinds of rumors and half- legends, and such... about how the client and server handle Prims and their related traffic...
[13:44] Karen Linden: Zero...ahem ;-)
[13:44] Zero Linden: Zha - yes, that sounds great
[13:44] RJ Source: Cubicle? Thats a little disturbing!
[13:45] Zha Ewry: If you'd blog a pointer, that'd be wodnerful. thx
[13:45] Vitis Obviate: Any plans to implment xml-rpc outbound to help with the offloading?
[13:45] Zero Linden: Rj - it is
[13:45] Zero Linden: goone, Thermoriax
[13:45] Thermoriax Golding notices how well this Sim is handling this many AV's... ...
[13:45] Zero Linden: Zha - I'll probably just amend the blog post with teh ranscript
[13:45] Tree Kyomoon: hmmmm
[13:45] Thermoriax Golding: Well... as I see it as a games programmer...
[13:46] Thermoriax Golding: You have a DB at the Server end, that holds a Data Record that describes the paramters of a Prim...
[13:46] Zha Ewry: k
[13:46] Thermoriax Golding: That is piped to all those in the sim area that will see it...
[13:46] Fremont Cunningham: only 31 avs in the sim and 1500 scripts. Light load.
[13:47] Thermoriax Golding: Now... one rumor I wish to find out one way or another, is about the practice of torturing a prim...
[13:47] Karen Linden: bye all!
[13:47] Zero Linden: Roughly - there is no traditional DB for the prim storage - they are stored in memory while the simulator is running
[13:47] Khamon Fate waves
[13:47] Thermoriax Golding: Or... setting values on properties that are not supposed to be on certain prim types...
[13:47] Zero Linden: and we don't send them all to the viewer - there is an "interest list" calculation so we only need to send what is required
[13:48] RJ Source: Torturng, etc, sounds dangerous - and possibly unsupported in the future.
[13:48] Zero Linden: I'm not sure that is what people mean by "torturing" a prim
[13:48] Zero Linden: but, in any case, our format for sending prim information down is very very compact
[13:48] Thermoriax Golding: I can understand if haivng the values be unexpected ranges can cause problems with Havok... or with the Client...
[13:48] Zero Linden: and doesn't correlate to how complicated it might be to render
[13:49] Zha Ewry: Cycling through the various underlying forms to get prims set with odd paramaters which wouldn't show in the normal tool
[13:49] Thermoriax Golding: THis gold halo over my head is a Tortured Prim...
[13:49] Khamon Fate: zero will we ever be able to see for miles by rendering small approximations of larger prims without having to calc the entire view?
[13:49] Thermoriax Golding: Not as tortured as some sculptors use... but enough of one...
[13:49] Khamon Fate: or are we always gonna just stop rendering at some close distance?
[13:50] Thermoriax Golding: The idea is to get more of a range out of the same data stream and server load...
[13:50] Khamon Fate: and thank you for posting regular office hours, this is going to be nice
[13:50] Thermoriax Golding: Many believe that Tortured prims somehow increase load on SL...
[13:50] Thermoriax Golding: As many believe particles do...
[13:50] Zha Ewry: (How? the rendering is all client side, isn't it?)
[13:50] Zero Linden: well - both those things really only put load on the viewer
[13:51] Thermoriax Golding: /Exactly/ Zha... that is what I can't see...
[13:51] Zero Linden: unless we are talking about things like mega-prims
[13:51] Khamon Fate claps for mega-prims
[13:51] Thermoriax Golding: I can understand the problem with Havoc and Megaprims...
[13:51] Nobody Fugazi's ears perk up
[13:51] Zero Linden: those cause problems sim side as they increase the amount of work the sim has to do -
[13:51] Dimitrio Lewis: what is the policy on mega prims btw?
[13:52] Thermoriax Golding: Would it improve things, to separate Phys Prims from regular prims...?
[13:52] Zero Linden: Thermoriax - we already do
[13:52] Thermoriax Golding: Hmm...
[13:52] Zero Linden: but even non-physics, phantom mega prims are a problem - for example, they will show up on EVERYONE's interest list
[13:52] Zero Linden: and will have to be communicated to all neighboring sims
[13:53] Fremont Cunningham: Thats interesting - how are phys. prims 'separated' from non-phys prims?
[13:53] Tree Kyomoon: so they wouldnt matter so much on an island
[13:53] Tree Kyomoon: but on the mainland
[13:53] Zero Linden: so- you can see that the 10m size limit is really a way of enforcing a limit on the amount of work per prim
[13:53] Thermoriax Golding: Ok... Megaprims are upscale enough they have to be viewable from a /distance/ like sim- to- sim...
[13:54] Zero Linden: the are separated in how they are managed with respect to havok - on the viewer it makes no difference
[13:54] Thermoriax Golding: Prims are primarily a method of conveying a vertex pattern to the renderer...
[13:54] Tabitha Miranda: so should people be using mega prims or not..i see several used as screens to block ugly views
[13:54] Tabitha Miranda: some say its ok others say no
[13:55] Fremont Cunningham: Interesting because of the old old prim drifting and spinning problem.
[13:55] Thermoriax Golding: If we are willing to accept a negative- space prim as taking a primcount slot...
[13:55] Thermoriax Golding: Is there a reason we cannot use them to help shape Linksets...?
[13:56] Zero Linden: Ah - well, abstractly, no -
[13:56] Zero Linden: but it will require the work to add that to all the various geometry chains - both rendering, and simulation
[13:56] Thermoriax Golding: Perhaps a surface- limit could be proposed...?
[13:57] Huns Valen: Andrew Linden commented in 2003 that arbitrary concave stuff would be hard to set up in Havok
[13:57] Zero Linden: There are a lot of different models that could be considered....
[13:57] Thermoriax Golding: Might not add to the server end, but it will add work to the Client end, I can see...
[13:57] Zero Linden: ...but there are limits to finding things that will work with all the generality that SL offers
[13:57] Zero Linden: I don't think we'd want to offer prim types that could only be non-physical and phantom, for example
[13:58] Jarod Godel: Isn't that how floppy prims work?
[13:58] Khamon Fate: yes floppies are autophantom nonphysical
[13:58] Thermoriax Golding: Flexis are prolly based along a flexible 'spine' that is handled through Havoc first, then the Prim is rendered on it...
[13:59] Zero Linden: they are client side, and you can have almost anythin floppy - and I know there are desingers willing to give their left-attachment for the rest of the shapes to be flexi
[13:59] Khamon Fate: how 'bout prims that once locked can only be taken, not unlocked? hmm
[13:59] Huns Valen: flexible prims don't involve havok
[13:59] Thermoriax Golding: I would be content with being able to pin another Prim to a place on a Flexi...
[13:59] Fremont Cunningham: non-phys &phantom prims are used for position markers. But you rarely care about its shape or size. A small cube will do
[13:59] Zero Linden: Khamon- you raise the issue of the permissions -
[13:59] Thermoriax Golding: Or describe a path, and a shape to apply on a path...
[14:00] Thermoriax Golding: Ahh... dreams of spline solids...
[14:00] Zero Linden: there are quite a number of possible changes to the permissions system
[14:00] Zero Linden: but
[14:00] Khamon Fate: i'm more thinking lack of updates
[14:00] Khamon Fate: but
[14:00] Khamon Fate: ha ha ha
[14:01] Zero Linden: I think we are going to let that sit for a more comprehensive review
[14:01] Khamon Fate: my original client-oriented rendering question was whether or not we'll ever be able see long distances without having to download, calc and render every tiny little prim?
[14:01] Zero Linden: whew - well, it is 2pm - I can go for another 1/2 hour if folks like
[14:02] Nobody Fugazi: sure :-D
[14:02] Zero Linden: Khamon - I don't know
[14:02] Tree Kyomoon: please
[14:02] Zha Ewry: Yes :-)
[14:02] Nobody Fugazi: ok... well, with attachments when crossing sim borders, is it that sometimes pointers don't pass correctly - thus flexihair ends up in the crotch? :-D
[14:02] Redd Nyle: We would like, I think I can say for all of us
[14:02] Dnali Anabuki: plse
[14:02] Khamon Fate: for instance, it'd be nice to set my client to see clearly for 256m then only larger prims up to 1024
[14:02] Khamon Fate: or something
[14:02] Huns Valen: ok, are we going to see any motion on fixing stuttery physical objects soon?
[14:02] Zero Linden: It would more difficult in SL - as that is typically done with precomputation
[14:02] Zero Linden: but that doesn't seem like it is going to work well for SL
[14:03] Jarod Godel: Couldn't the client do the precomputation?
[14:03] Jarod Godel: Like floppies. Just dump everything to the client, and render based on his local settings?
[14:03] Jarod Godel: We already do that with particles.
[14:03] BinaryMe Remblai: I hope I don't start a riot, but how can huge prims adversly affect my region?
[14:03] Rex Cronon: hello everybody
[14:03] Zero Linden: but Jarod - then you'd have to send all the geometry
[14:04] Khamon Fate: wull particles aren't visible across borders in first look anymore
[14:04] Jarod Godel: That doesn't get sent already?
[14:04] Jarod Godel: Then how does the client know what to draw?
[14:04] Khamon Fate: jarod we only download up to our draw distance
[14:04] Khamon Fate: so we see that far then we see a blank horizon
[14:04] Zero Linden: Nobody - yes, the attachment move on region cross is a plague! We know about it... don't have a fix for it yet
[14:05] Jarod Godel: But downloading and rendering are two seperate processes, Khamon.
[14:05] Tree Kyomoon: New question....you guys must have an offline client for scripting....is that possible for us to get our hands on?
[14:05] Zero Linden: BinaryMe - I discussed that earlier
[14:05] Jarod Godel: Tree, Khamon has a copy of one
[14:05] Zero Linden: Tree - you will be surprized to learn that we do not
[14:05] Khamon Fate: i'm wondering if we can download just the groundmesh and very large prims beyond that and see for some actual distance
[14:05] Zero Linden: We all script in world
[14:05] Nobody Fugazi: cool, thanks Zero. Its why I stopped using human form. Hair in the crotch is hard to explain when showing up at events. :-D
[14:06] Soft Noel: What's the advantage of scripting offline?
[14:06] Zero Linden: Actually
[14:06] Khamon Fate: the problem with scripting inworld is the thing HAS to compile or it can't be saved
[14:06] Thermoriax Golding: Yes... and you need to teach the LSL engine about commutative math...
[14:06] Zha Ewry: Related question, to the prim on crossing question. What's exactly going on with a re-bake? and why does it seem to be so random in whether it takes or not.
[14:06] Khamon Fate: that's kinda silly
[14:06] Tree Kyomoon: I ran a say script today by accident that went into an infinte loop conversation...had I been on the mainland....
[14:06] Zero Linden: personally, I use SubEthaEdit, with the LSL plug-in (which I wrote, but it is on their site),
[14:06] Zero Linden: to edit scripts
[14:06] Zero Linden: and copy/paste into SL
[14:06] Khamon Fate: i script using an offline colour coded editor and upload to debug
[14:06] BinaryMe Remblai: About what I figured. Going to have a transcript of the answer?
[14:07] Zero Linden: Yes, I'll post transcripts to the blog post
[14:07] Tree Kyomoon: Im looking more for a practice runtime so I dont blow up SL with some crazy script
[14:07] Khamon Fate claps for transcripts
[14:07] Heather Goodliffe: hey Zero, btw, do you know anythign about the vehicle stutter movement issue?
[14:08] Zero Linden: Heather, alas, I don't
[14:08] Nobody Fugazi: hmm.... a LSL simulator would be useful for a few different reasons, but overall if it has to work in a concurrent environment, the simulator would have to allow for concurrent scripts as well.
[14:08] Heather Goodliffe: do you konw who I can talk to abou tthat?
[14:08] Redd Nyle gave you Redd Nyle: A use for http on prims.
[14:08] Tree Kyomoon: not necessarily...there is a lot you can do with script that is just gruntwork
[14:08] Zero Linden: Heather - do you mean on region crossing?
[14:09] Huns Valen: I bet she doesn't!
[14:09] Thermoriax Golding: Could we have more 'revolve' or 'extrude' prims...? Prims that are made from revolved 2D shapes... or ones dragged in the 3rd dimension...
[14:09] Heather Goodliffe: Zero, no, when you try to move a vehicle in a straight path it stutters
[14:09] Heather Goodliffe: within the sim
[14:09] Heather Goodliffe: stutters really badly
[14:09] Zero Linden: I'd IM Andrew Linden about that
[14:09] Heather Goodliffe: it's like lag, but not
[14:09] Khamon Fate: heather are you using the first look client or the regular one?
[14:09] Huns Valen: low velocity with no angular momentum = moving in huge discreet steps rather than smoothly
[14:09] Heather Goodliffe: the server just isn't sending updates
[14:09] BinaryMe Remblai: is there a way to move something underground?
[14:10] Zero Linden: BinaryMe - no
[14:10] Zero Linden: not really
[14:10] Huns Valen: that problem is not specific to first look
[14:10] Heather Goodliffe: Khamon, the regular one
[14:10] Khamon Fate claps for terrain prims
[14:10] BinaryMe Remblai: oh ok
[14:10] Zero Linden: or rather, not intentionally
[14:10] Khamon Fate claps for mesh prims
[14:10] Heather Goodliffe: it's been happening since the last big update
[14:10] Redd Nyle: Has LL been working in depth with any companies to allow custom solutions for large corporate projects or do all projects have to go through third parties?
[14:10] Tree Kyomoon: more mesh prims :)
[14:10] Khamon Fate claps for caves
[14:10] BinaryMe Remblai: hi
[14:10] Zero Linden: I can see a future with more prim types - including meshes and ground types
[14:10] Zero Linden: BUT
[14:10] Rex Cronon: actually there is a way to move objects underground
[14:10] Huns Valen: redd I am pretty sure they just say "electricsheepcompany.com thx bye" when a company asks them abou tthat
[14:11] Zero Linden: I don't think much work is going to go on there until we get the scaling issues out of the way
[14:11] Jarod Godel: Your chairs are insane.
[14:11] Tree Kyomoon: what would be really handy is FONT prims
[14:11] Khamon Fate: SIT DOWN JAROD
[14:11] Thermoriax Golding: Prims move Ok underground, as long as the Havoc engine is not invoked, as it detects out of bounds, and flushes the prims...
[14:11] Khamon Fate: any eta on those scaling issues?
[14:11] Zero Linden: Redd- LL doesn't do any solutions for 3rd parties - we refer them ALL to the developer listings
[14:12] Redd Nyle: I see
[14:12] Redd Nyle: That's rule seems to be iron clad, then
[14:12] Zero Linden: Really - we just don't have the bandwidth for that sort of thing - and really, the developers do a much better job of that sort of thing than we could!
[14:12] Zero Linden: (IMHO!)
[14:12] Khamon Fate: zero can you itemize the scaling issues for us?
[14:12] Rex Cronon: i would really like to be able to create/edit notecards using scripts
[14:12] Jarod Godel: hahaha
[14:12] Redd Nyle: hehe
[14:12] Khamon Fate: bandwidth == manpower
[14:12] Fremont Cunningham: Heather - the vehicle straight line stutter was introduced the the last update, it was identified and bug reported several times. It was ignored and moved to main grid.
[14:12] Jarod Godel: sorry. just calculating the odds of that ever happening.
[14:12] Tree Kyomoon: and have Fonts in notecards
[14:13] Heather Goodliffe: Fremont, thanks
[14:13] Zero Linden: Rex- will never happen - really - use llHTTPRequest and store the data on your own server
[14:13] Heather Goodliffe: I couldn't seem to get a Linden to acknoledge the problem
[14:13] Khamon Fate: have script writing to notecards ~ have script writing to mysql ~ dream dream dreeeeeeam
[14:13] Heather Goodliffe: good to know they supposedly know abou tit
[14:13] Huns Valen: Heather, look for "jerky" on jira
[14:13] Jarod Godel: http is the new filehandle. rss is the new |
[14:13] Rex Cronon: than allow to read more than 256 chars per line
[14:13] Huns Valen: I'll get the link maybe...
[14:14] Khamon Fate: uhuh jarod curlhead
[14:14] Huns Valen: yeah here it is https://jira.secondlife.com/browse/VWR-86
[14:14] Zero Linden: khmon - excellent question - re scaling
[14:14] Khamon Fate: zero can you itemize the scaling issues for us?
[14:14] Zero Linden: Let's see: there are
[14:14] Zha Ewry: Zero if the answeris http request, can we get beyond 2048 bytes? (and Ideally non text)
[14:14] BinaryMe Remblai: So - it only takes a sec to see, zero that you are sort of delivered as meat for those who do have questions. Thanks. But not so tasty.
[14:15] BinaryMe Remblai: Have fun guys.
[14:15] Redd Nyle: Hey! BeKind.
[14:15] Zero Linden: 1) Database access - we have lots of things in a central database, - this worked well when small, but needs to be broken up
[14:15] Vitis Obviate: and xml-rpc outbound?
[14:15] Jarod Godel: But baby Jesus needs his central asset server.
[14:15] BinaryMe Remblai: Not in the mood- just had a bad experience with "help".
[14:16] Khamon Fate: shush jardon
[14:16] Rex Cronon: oh, and i would also like to be able to read textAbove and particles attributes
[14:16] Zero Linden: 2) Managing a growing network of machines in multiple data centers
[14:17] Zero Linden: 3) Re architecting the system a bit to be able to scale linearly (discussed extensively earlier on)
[14:17] Khamon Fate: are y'all able to pay for a severly limited number of hops between colos?
[14:17] Khamon Fate: or is that prohibitivly expensive?
[14:17] Huns Valen: khamon that is a great question
[14:17] Zero Linden: 4) Handling a more hetrogenous grid - so that we can do all operations in stages
[14:18] Zero Linden: 5) Removing dependencies between sub-systems so things can go down without pulling everything with them
[14:18] Zero Linden: That was a really off-the-top-of-my-head list
[14:18] Zero Linden: not bullet points off a slide
[14:18] Jarod Godel: How many sub-systems are there, if I may ask?
[14:18] Zero Linden: so, take it for htat
[14:19] Jarod Godel: Roughly.
[14:19] Thermoriax Golding: Messaging - Is there a way we can have a UUID we can send a message to, with a preamble of UUID from, and UUID to, and the Message Body... so anyone/ anything can send to anyone/ anything...?
[14:19] Khamon Fate: thanks, that helps me envision the BBLOTD a bit better considering the recent offloading of services to the new messaging system
[14:19] Huns Valen: well yeah we can email objects by uuid
[14:19] Zero Linden: Khamon - we have beefy links between our two colos - but the VPN in there is a limit.... we need to rearchitect things so that we can make use of the public internet for those transfers
[14:20] Zero Linden: How many sub-systems? Well, right now about a dozen - but with
[14:20] Khamon Fate: not a UUID anymore Therm, messages are not assets anymore
[14:20] Jarod Godel: Will #2 and #5 help with that?
[14:20] Zero Linden: the need to break things into separately scalable parts, there will be three to four times that
[14:20] Khamon Fate: rather message sessions are not assets anymore
[14:20] Khamon Fate: khamon's head begins to tingle
[14:21] Zero Linden: Uhm- well here, look at it this way
[14:21] Zero Linden: if we could identify a thing by a UUID -
[14:21] Jarod Godel: I am glad to hear you guys are modularizing.
[14:21] Zero Linden: then there would be a central relationship that knows how to find an object, anwhere in the grid, by UUID
[14:21] Zero Linden: that doesn't scale so well!
[14:22] Khamon Fate: oh granted if you're going to allow private hosting to connect the TGAHTCG, it'll have to use public pipes
[14:22] Zero Linden: So we need to look at ways to build delgation and heirachy into the infrastructure -
[14:22] Khamon Fate: can i say pipes?
[14:22] Zero Linden: it is the only way to scale and have redudency
[14:22] Willow Ranger: why not give it an ipv6 address instead of an UUID and route to it...
[14:22] Jarod Godel: I thought people were the only trackable UUID's, SQUIDS then handled per-sim UUID locations. That's why we can't IM objects.
[14:22] Zero Linden: \Willow -
[14:22] BinaryMe Remblai: was the question covered already: Do the LSL dataserver calls for member status(on/off Line) follow the new restrictions?
[14:23] Zero Linden: remember that giving everything an IPv6 IP would still require that we route to it - if the IPs are allocated based on location, then either things can't move, or objects change names
[14:23] Zero Linden: this is why there is DNS
[14:24] Jarod Godel: You guys need to hire some Smalltalk hackers. Make everything a listening object.
[14:24] Zero Linden: on the grid objects move - not just because the object moves in SL space, but because we sometimes have to run the simulation on a different computer
[14:24] Thermoriax Golding huffles... Atomic Fireball jawbreakers... Ahh...
[14:25] Zero Linden: Jarod - I AM a Smalltalk hacker - I worked on Apple Smalltalk for Macintosh
[14:25] Redd Nyle: Oh! P@wned!
[14:25] Jarod Godel: Couldn't you use inhertience to solve the location problem?
[14:25] Grey Nolder: /ao on
[14:25] Khamon Fate: jarod are you saying to assign each object a listening port on the server? like a forked process?
[14:25] Jarod Godel: Like Java objects
[14:25] Khamon Fate: assigned it's own ipv6 designation?
[14:26] Zero Linden: Jarod - no, you need delegation, like DNS
[14:26] BinaryMe Remblai: Do you have a "what questions can be asked" guide?
[14:26] Jarod Godel: ala sub-domains?
[14:26] Zero Linden: Jarod - java objects don't live on a mesh of 5,000 CPUs... usually...
[14:26] Grey Nolder: /ao off
[14:26] Zero Linden: Binary Me - I don't
[14:26] Zero Linden: but this is a "techy-geeky-nerdo" office hour
[14:26] Zha Ewry: And.. if you do delegation, you end up having to decide how to not end up with a trail of obejcts behind, as your objects move, and when you can safely reap them
[14:27] flying ball whispers: I am ALIVE!
[14:27] Zero Linden: which - by the way all, is almost at a close
[14:27] Jarod Godel: I didn't mean the actual objects, just the naming scheme. Sub-domains works just as well.
[14:27] Khamon Fate: but aren't we trying to move away for object having to rely on a mesh of 5kCPUs and toward a model where prims rely on local asset management?
[14:27] Zero Linden: Zha - I meant delegation of authority to know where something is
[14:27] Zero Linden: rather than delgation as in the chain of forwarders sense
[14:27] Tree Kyomoon: thanks for taking the time Zero, really appreciated
[14:27] Zha Ewry: Errm.
[14:27] Zha Ewry: Ok.
[14:27] Thermoriax Golding: Well... most of the internet isn't planned to support a growing, evolving virtual world, either...
[14:27] Zero Linden: pitty that Computer Science is getting big enough now that we have over lap in use of terms!
[14:27] Khamon Fate: this is why virtual worlds need our own root servers
[14:27] Zha Ewry: Even there, you'll still have delegations chasing, but less so
[14:27] Thermoriax Golding: Things have to adapt, to grow...
[14:28] Jarod Godel: Nah. Everything's just a database when you get down to it.
[14:28] Zero Linden: Zha - yes -
[14:28] Zero Linden: it seems a messy problem no matter how we solve it, really
[14:28] Zha Ewry: Yes, thanks Zero, and we'll be back with more questinos, once we've read the transcript (regular office hours :-)
[14:28] Everett Mills: For large spectator events, would it be possible to have a read-only (view-only) view that could be scalably broadcast?
[14:28] Zero Linden: thank you all for coming
[14:28] Thermoriax Golding: The RL universe seems to be a Holographic DB in many ways...
[14:28] BinaryMe Remblai: o god - why did I think you would have a clue?
[14:28] Jarod Godel: I think the object+dns idea is rather elegant.
[14:29] Vitis Obviate: ty Zero -- useful and interesting
[14:29] BinaryMe Remblai: Back to lovely Blanda.
[14:29] Khamon Fate: thank you zero, see you next timea
[14:29] Dimitrio Lewis: Thank you, Zero! It's been educational.
[14:29] Soft Noel: ty Zero :)
[14:29] Nobody Fugazi: thanks Zero... quick thought... UUID...land... communication.
[14:29] Nobody Fugazi: have fun ;-D
[14:29] Fremont Cunningham: Everett - I did that in the early days of TH meets - few watched the relay. Was not worth the effort.
[14:30] Redd Nyle: Zero, thanks for taking the time to talk with the community. I hope other Lindens follow your lead.
[14:30] Fremont Cunningham: Thanks Muchly Zero... I look forward to more enlightenment sessions :)
[14:30] Zero Linden: Quick - someone grab an island named "UUID Land"...
[14:31] Thermoriax Golding: I just want a simple protocol to message information from script/ prim/ sim boundaries...
[14:31] Jarod Godel: Zero, do you use Squeak?
[14:32] Zero Linden: Jarod - Squeak is a distant grandchild of the Smalltalk I worked on at Apple - some of my code is still in there!
[14:32] Jarod Godel: Ah, well, my compliments to your work.