Difference between revisions of "Server Beta User Group"

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=== Updates ===
=== Updates ===
* Intorducing Dragon.
* Second Life Server (main channel)
* Second Life Server (main channel)
** "maint-server" project from LeTigre got deployed 2011-04-12
** "Inventory Capabilities" project from BlueSteel went primetime this week.
*** It contains a few minor fixes and some security patches.
**** Included is a fix for objects whose creation date was 1970. Epoch fail.
*** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.05.225793
* BlueSteel RC Channel
** "Inventory Capabilities" project.
*** Gives inventory capabilities to the Agent DS hosts.
*** Gives inventory capabilities to the Agent DS hosts.
**** Sim capabilities support "Accept-Encoding: gzip" to provide compressed inventory responses.
**** Sim capabilities support "Accept-Encoding: gzip" to provide compressed inventory responses.
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***** FetchLibDescendents2  
***** FetchLibDescendents2  
*** Removed some dead/unused code inventory HTTP code.
*** Removed some dead/unused code inventory HTTP code.
** Merged with trunk.
*** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.12.226461
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11#11.04.12.226461
* BlueSteel RC Channel
** Andrew's "maint-server" project.
* Bug Fixes
** {{jira|SVC-6055}} Avatar position reverts to original sittarget in simcrossing
** {{jira|SVC-6808}} Muting a new-style 'Resident' avatar is ineffective when you're offline
** {{jira|SVC-6859}} llTeleportAgentHome on an agent not over your land shouldn't result in the _target_ getting the message
** {{jira|SVC-6882}} Mini-map shows multiple dots for one avatar, but avatar is not ghosted
** {{jira|SVC-5880}} Vehicles "Jumping" when crossing prims
*** This is caused by the physics engine reporting collision info for "hidden" faces (the vertical faces where the road objects butt up against each other).  It has existed since the very beginning of SL and affects all objects (not just vehicles) however it became particularly bad for vehicles after the physics engine upgrade to Havok4 in 2008.04.
*** To repair broken vehicles a "workaround" was introduced to reduce the effect: vehicle collision events get special scrutiny and some collision events are removed.  It helps, but is not 100% effective and also has some side effects such as causing vehicles to sometimes partially penetrate curbs, walls, and other obstacles, or even tunnel through walls for small vehicles.
*** To solve this problem correctly in Havok7 a config parameter was tweaked in the physics engine.  Also, the aforementioned workaround for vehicles has been removed, so some vehicle behavior may change.  Besides a reduction of vehicles penetrating obstacles they may also "jump" more when crossing seams that are not quite lined up right -- short obstacles may cause vehicles to jump where they used to roll smoothly.
** {{jira|SVC-6900}} Group-owned objects located in private estates cannot send IMs to offline avatars
** {{jira|SVC-6403}} llGiveInventory is not working!
* New Feature
** Add [[llRegionSayTo]] LSL function.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11#11.04.19.227029
* LeTigre RC Channel
* LeTigre RC Channel
** Same as Trunk
** Kelly's "Mono2 Upgrade" project.
** No new projects in here.
** Oh LeTigre... you poor little kitten.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11#11.04.05.225793
*** We had some fun getting LeTigre out this week.
** Script performance and robustness
**: This release includes many features that improve the performance and robustness of scripts compiled to Mono. This includes a lot of back end infrastructure work with unit tests and script life cycle to make it easier and safer to work with the script system in the future.
** New Script Profiling LSL Functions
*** [[llScriptProfiler]] can enable or disable memory profiling with [[PROFILE_SCRIPT_MEMORY]] and [[PROFILE_SCRIPT_NONE]]. While profiling the scripts performance will be severely impacted.
*** [[llGetSPMaxMemory]] will report the highest level of used memory during the most recent, or current, profiling run.
*** [[llGetUsedMemory]] will report the current used memory of the script and does not require profiling to be enabled.
**Bug Fixes
*** {{Jira|SVC-3895}} Rezzing Mono scripted object cripples sim FPS
*** Improved 'Top Scripts' report
***: Each object now reports an average script time per frame since the object was created or the last 30 minutes, whichever is shorter. This fixes a lot of odd behavior and misinformation in the previous results as well as makes it easier to determine recent lag sources instead of only immediate lag sources.
***: It is still not expected for this result to exactly match the 'Script ms' reported in the simulator stats summary as these measure different things on different time scales.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11#11.04.19.227179
* Magnum RC Channel
* Magnum RC Channel
** Monty's "Fast Assets" project.
** Monty's "Fast Assets" project again. This will probably get promoted next week.
*** Higher asset request concurrency for downloads issued by the simulator.
*** Higher asset request concurrency for downloads issued by the simulator.
**** Allows concurrent simulator asset downloads from the asset backend.   
**** Allows concurrent simulator asset downloads from the asset backend.   
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*** More fair queuing behavior for non-texture assets
*** More fair queuing behavior for non-texture assets
**** Non-texture requests are serviced in order of receipt rather than last-in-first-out.
**** Non-texture requests are serviced in order of receipt rather than last-in-first-out.
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11#11.04.05.225793
** https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11#11.04.19.226960
** Initial Results
** Initial Results
*** https://wiki.secondlife.com/wiki/Server_Beta_User_Group/faster_assets_data_results
*** https://wiki.secondlife.com/wiki/Server_Beta_User_Group/faster_assets_data_results
* Update on XMPP
** Investigations
** Results
** Plans


=== Upcoming Stuff ===
=== Upcoming Stuff ===
* An upcoming maint-server release has:
* "mesh-prep" branch.
** SVC-6055 Avatar position reverts to original sittarget in simcrossing
** framework and infrastructural changes for AGNI to support mesh.
** SVC-6782 ghost prim when sphere has scale_x and scale_y not equal to 1.  EDIT: this was originally planned but later removed
** llCastRay
*** The server will no longer accept the invalid primitive params that was causing this bug so some existing content may revert back to visibility.
** SVC-5880
** SVC-6808 Muting a new-style 'Resident' avatar is ineffective when you're offline
** Havok 2010.2
** SVC-6859 llTeleportAgentHome on an agent not over your land shouldn't result in the _target_ getting the message
** 10cm gap elimination
** SVC-6882 Mini-map shows multiple dots for one avatar, but avatar is not ghosted
** bug fixes
** SVC-5880 Vehicles "Jumping" when crossing prims
* On ADITI now.
*** This is caused by the physics engine reporting collision info for "hidden" faces (the vertical faces where the road objects butt up against each other).  It has existed since the very beginning of SL and affects all objects (not just vehicles) however it became particularly bad for vehicles after the physics engine upgrade to Havok4 in 2008.04.
*** To repair broken vehicles a "workaround" was introduced to reduce the effect: vehicle collision events get special scrutiny and some collision events are removed.  It helps, but is not 100% effective and also has some side effects such as causing vehicles to sometimes partially penetrate curbs, walls, and other obstacles, or even tunnel through walls for small vehicles.
*** To solve this problem correctly in Havok7 a config parameter was tweaked in the physics engine. Also, the aforementioned workaround for vehicles has been removed, so some vehicle behavior may change.  Besides a reduction of vehicles penetrating obstacles they may also "jump" more when crossing seams that are not quite lined up right -- short obstacles may cause vehicles to jump where they used to roll smoothly.
** SVC-6900 Group-owned objects located in private estates cannot send IMs to offline avatars
** SVC-6403 llGiveInventory is not working!


=== Interesting Stuff ===
=== Interesting Stuff ===
*
* Security Bounties.
** Make L$10,000


=== Any Other Items ===
=== Any Other Items ===
*
* SLSkynet went aware.


== Open Items ==
== Open Items ==

Revision as of 14:33, 21 April 2011

This is the meeting tracking and progress page for the weekly Server BETA QA Meeting, moderated by Oskar Linden. Please contact him on AGNI for more information. You can join the Second Life Beta group for updates.

The next meeting is Thursday, April 21st 2011, 3PM PDT at Morris🖈 on the preview grid, ADITI.

Agenda

Updates

  • Second Life Server (main channel)
    • "Inventory Capabilities" project from BlueSteel went primetime this week.
  • BlueSteel RC Channel
    • Andrew's "maint-server" project.
  • Bug Fixes
    • SVC-6055 Avatar position reverts to original sittarget in simcrossing
    • SVC-6808 Muting a new-style 'Resident' avatar is ineffective when you're offline
    • SVC-6859 llTeleportAgentHome on an agent not over your land shouldn't result in the _target_ getting the message
    • SVC-6882 Mini-map shows multiple dots for one avatar, but avatar is not ghosted
    • SVC-5880 Vehicles "Jumping" when crossing prims
      • This is caused by the physics engine reporting collision info for "hidden" faces (the vertical faces where the road objects butt up against each other). It has existed since the very beginning of SL and affects all objects (not just vehicles) however it became particularly bad for vehicles after the physics engine upgrade to Havok4 in 2008.04.
      • To repair broken vehicles a "workaround" was introduced to reduce the effect: vehicle collision events get special scrutiny and some collision events are removed. It helps, but is not 100% effective and also has some side effects such as causing vehicles to sometimes partially penetrate curbs, walls, and other obstacles, or even tunnel through walls for small vehicles.
      • To solve this problem correctly in Havok7 a config parameter was tweaked in the physics engine. Also, the aforementioned workaround for vehicles has been removed, so some vehicle behavior may change. Besides a reduction of vehicles penetrating obstacles they may also "jump" more when crossing seams that are not quite lined up right -- short obstacles may cause vehicles to jump where they used to roll smoothly.
    • SVC-6900 Group-owned objects located in private estates cannot send IMs to offline avatars
    • SVC-6403 llGiveInventory is not working!
  • New Feature
  • LeTigre RC Channel
    • Kelly's "Mono2 Upgrade" project.
    • Oh LeTigre... you poor little kitten.
      • We had some fun getting LeTigre out this week.
    • Script performance and robustness
      This release includes many features that improve the performance and robustness of scripts compiled to Mono. This includes a lot of back end infrastructure work with unit tests and script life cycle to make it easier and safer to work with the script system in the future.
    • New Script Profiling LSL Functions
    • Bug Fixes
      • SVC-3895 Rezzing Mono scripted object cripples sim FPS
      • Improved 'Top Scripts' report
        Each object now reports an average script time per frame since the object was created or the last 30 minutes, whichever is shorter. This fixes a lot of odd behavior and misinformation in the previous results as well as makes it easier to determine recent lag sources instead of only immediate lag sources.
        It is still not expected for this result to exactly match the 'Script ms' reported in the simulator stats summary as these measure different things on different time scales.
    • https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11#11.04.19.227179
  • Magnum RC Channel
  • Update on XMPP
    • Investigations
    • Results
    • Plans

Upcoming Stuff

  • "mesh-prep" branch.
    • framework and infrastructural changes for AGNI to support mesh.
    • llCastRay
    • SVC-5880
    • Havok 2010.2
    • 10cm gap elimination
    • bug fixes
  • On ADITI now.

Interesting Stuff

  • Security Bounties.
    • Make L$10,000

Any Other Items

  • SLSkynet went aware.

Open Items

  • SVC-4632 - People getting past Estate and Land bans | Critical & 325 (402 as of 8/11/10) votes!
    • Dante has commented on this issue and reopened it.
  • SVC-5925 - Erratic behavior on script rezzed prims set physical
  • SVC-3044 - Debug channel and script error reporting needs a major rethink
    • related to vwr-199 and vwr-7062
    • [15:17] Roberto Salubrius: can we get that standarized pleaaaaaaaaaaaseeeeeeeeee so we can listen to the debug channel whenever there's a problem PLEAAAAAAAAAASEEEEEEE
    • [15:17] Roberto Salubrius: preeeeeeeetty pleaaseeeeee
  • svc-4196 - "Avatar entering sim or rezzing object causes sim to freeze for up to 30 seconds - everything stops for everybody there"
    • Babbage is working on it.
  • wassup with SVC-3895
  • status on SVC-3618 - estate managers unable to freeze / eject
  • status on SVC-1253 - users sitting on prims, which are set to phantom are not affected by damage. | 108 votes!
  • status on SVC-5404 - Vehicles can no longer enter a region if no-object-entry flag is set
  • What is going on with SVC-421 - Cannot delete contents from no-modify objects
  • status on SVC-5880 - Vehicles "Jumping" when crossing prims
  • SVC-5922 -Physics unset on vehicles when seated avatars goes beyond the physical 'prim' limit where agents are counted towards prims
  • SVC-6104 script sim crossing bug
  • SVC-6123 cant catch sphere type exact shape with lsl functions
  • SVC-5959- Group Notices to Email do not identify sender - SVC-5959

Minutes from Previous Meetings