User:Andrew Linden/Office Hours/2008 12 04
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Transcript of Andrew Linden's office hours:
[17:01] | Sindy Tsure: | hi simon! |
[17:01] | Simon Linden: | Hi Sindy |
[17:02] | Sindy Tsure arrives just in time to say... | |
[17:02] | Sindy Tsure: | brb |
[17:02] | Simon Linden: | ok, sure, gonna wait for a few minutes hoping others show up |
[17:02] | Gellan Glenelg: | hi |
[17:02] | Simon Linden: | Hi Gellan |
[17:02] | Gellan Glenelg: | is there an office hour? |
[17:03] | Simon Linden: | Yes, this is where Andrew Linden's office hours are ... he's not able to make it today, so I'm hosting it |
[17:03] | Gellan Glenelg: | ah ok |
[17:03] | Gellan Glenelg: | just checking i wasn't disturbing :) |
[17:03] | Gellan Glenelg: | location change confused me |
[17:04] | Simon Linden: | No worries - we cover topics focusing on the simulator, the part of SL that runs regions with in-world physics and such. It sometimes wanders into other areas as well |
[17:04] | Sindy Tsure: | back! |
[17:04] | Gellan Glenelg: | yeah - have been to andrew's before - tho not often |
[17:04] | Sindy Tsure: | hiya gellan |
[17:04] | Gellan Glenelg: | hi |
[17:05] | Simon Linden: | So we might as well get started ... Andrew's not able to come, so I'm pitch-hitting for him |
[17:05] | Gellan Glenelg: | so - I won't have any specific questions/input - more just like to know as much as possible about what's new :) |
[17:05] | Simon Linden: | Let's see... |
[17:06] | Simon Linden: | The 1.25 server should be going out next week on schedule. We found and fixed the back-end memory leaks that were our big problem |
[17:06] | Gellan Glenelg: | yeah - was just at vektor's and he said maybe tuesday |
[17:06] | Sindy Tsure: | great! |
[17:07] | Simon Linden: | Right - I think they will do the usual process of starting with one rack of systems and let that sit for a while. Then, assuming it's OK, half the grid, then the rest |
[17:07] | Gellan Glenelg: | hi ellla |
[17:07] | Sindy Tsure: | prospero's been quite.. that sounds like his usual MO, tho |
[17:07] | Sindy Tsure: | she's downstairs raiding your fridge, simon |
[17:08] | Simon Linden: | Correct, that's his usual plan |
[17:08] | Sindy Tsure: | hi ella |
[17:08] | Gellan Glenelg: | you see to have your head stuck in a prim.. |
[17:08] | Simon Linden: | That looks painful |
[17:08] | Gellan Glenelg: | i blame those pesky physics-type liindens ;PPP |
[17:08] | Sindy Tsure: | lol |
[17:08] | Simon Linden: | I think the original landmark we gave out for this place was on the 2nd floor |
[17:09] | Simon Linden: | I have no other annoucements ... have been working on bugs and an un-annouced project |
[17:09] | Sindy Tsure: | oh? which project is that? |
[17:10] | Sindy Tsure smiles | |
[17:10] | Simon Linden: | The one that I can't talk about :) |
[17:10] | Sindy Tsure: | d'oh |
[17:10] | Ellla McMahon: | not fridge .. drinks cupboard or chocolate Advent Calendar, I've opened today's .. hope that's OK :)) |
[17:10] | Sindy Tsure: | lol |
[17:10] | Gellan Glenelg: | haha |
[17:10] | Simon Linden: | I was thinking that I should build a serving tray with drinks on it to pass out at office hours |
[17:11] | Simon Linden: | Maybe a sideboard with snacks |
[17:11] | Ellla McMahon: | and pizza ! |
[17:11] | Sindy Tsure always has sheep if people are hungry | |
[17:11] | Gellan Glenelg: | some lindens have peanuts / pizza |
[17:11] | Ellla McMahon: | :)) |
[17:11] | Sindy Tsure: | er.. and coffee |
[17:11] | Sindy Tsure: | a while ago, you'd mentioned a problem with sims sending big textures more than once |
[17:11] | Sindy Tsure: | did that get fixed? |
[17:12] | Simon Linden: | It wasn't sending, but loading from the disk and flushing from memory too soon |
[17:12] | Sindy Tsure: | oh.. |
[17:12] | Simon Linden: | ... which required it to re-load |
[17:12] | Simon Linden: | Yes, that's been fixed but it's not on 1.25 |
[17:12] | Sindy Tsure: | k |
[17:12] | Simon Linden: | It should be in 1.26 and is waiting for QA testing |
[17:12] | Sindy Tsure: | hm.. you mentioned something else that i had a comment on.. |
[17:12] | Sindy Tsure tries to page it back in | |
[17:13] | Simon Linden: | I've noticed some odd drawing for a while, which I passed to the viewer team. When I log in, far stuff gets drawn before nearby objects |
[17:13] | Sindy Tsure: | oh.. i've heard talk about that before |
[17:13] | Sindy Tsure: | thought it had to do with the way the interest list was sorted.. |
[17:14] | Simon Linden: | It's really bad when I log into here, my home location. I'm standing up in the air, but it draws the neighboring house and trees before it gets around to the roof we're on |
[17:14] | Gellan Glenelg: | which viewer version? I think I've seen similar recently... 1.22.something I think |
[17:14] | Sindy Tsure: | thought i heard that the viewer starts deciding what to draw before it gets the whole interest list |
[17:15] | Sindy Tsure: | and the interest list doesn't really get sorted per-user/location.. |
[17:15] | Simon Linden: | It's the latest RC - I just downloaded it before logging in today. It's been around for a bit |
[17:15] | Sindy Tsure: | hi rex |
[17:15] | Simon Linden: | hey Rex |
[17:16] | Rex Cronon: | hi sindy, simon |
[17:16] | Rex Cronon: | hi everybody |
[17:16] | Gellan Glenelg: | hi |
[17:16] | Sindy Tsure remembers what she was was gonna bug simon about.. http://jira.secondlife.com/browse/SVC-2441 | |
[17:16] | Simon Linden: | So the floor's open for questions... ok, lemme look at that one... |
[17:16] | Sindy Tsure also mentions http://jira.secondlife.com/browse/SVC-22 , in case andrew reads the transcript | |
[17:17] | Sindy Tsure: | hm.. inventory server ate my svc-2441 repro objects |
[17:17] | Sindy Tsure: | :( |
[17:17] | Simon Linden: | Ah, good to get that one mentioned again :) |
[17:17] | Sindy Tsure: | think last meeting you'd mentioned not doign that one because too many people rely on gravity |
[17:18] | Simon Linden: | I did look at llMoveToTarget() a while ago ... I think we talked about it some months back |
[17:18] | Simon Linden: | yeah, that was the problem ... if we null out the gravity effect now, it will break some existing content |
[17:18] | Sindy Tsure: | yep.. that was the reason i started coming here! |
[17:18] | Sindy Tsure: | even though llMoveToTarget shouldn't use gravity? |
[17:18] | Simon Linden: | So it would be possible to do if we could come up with a clean way to add it to the API |
[17:19] | Sindy Tsure: | i guess that makes sense |
[17:20] | Simon Linden: | Maybe llMoveToTarget( target, tau, <some other parameter> ) ... I'm not sure about the language design issues here with LSL |
[17:20] | Sindy Tsure: | http://jira.secondlife.com/browse/SVC-1479 sounds like it might be that.. "New llFunction: like llMoveToTarget but with more damping control" |
[17:21] | Sindy Tsure: | only 12 votes but i know a bunch of people would like it |
[17:21] | Simon Linden: | Hmmm, that's interesting. Since there's some demand for that, I can see more of an argument for a new updated function |
[17:21] | Sindy Tsure: | it would be very, very useful for things that move thru a set of waypoints |
[17:22] | Sindy Tsure spies colton up high.. need to bug him for a bear if he gets closer.. | |
[17:22] | Sindy Tsure: | sPIEs.. |
[17:22] | Simon Linden: | I remember talking with someone, I think perhaps Kitto, who wanted that - he could make his trains folllow the track easier with some of those options |
[17:22] | Sindy Tsure gets pies dropped on her head | |
[17:23] | Sindy Tsure: | yepyep.. i'm sure the train crowd would love it |
[17:23] | Sindy Tsure: | right now, you have to overshoot the target to get smooth movement |
[17:23] | Sindy Tsure: | not horrible but it's a bit of a hassle.. that's how i discovered the gravity thing - by overshooting |
[17:23] | Simon Linden: | exacty ... hmmm, that is more interesting and useful |
[17:23] | Sindy Tsure: | ...and having the object not hit the target |
[17:23] | Sindy Tsure: | hi orion |
[17:24] | Orion Shamroy: | Hi Sindy. :) Is this Andrew's Office hour? |
[17:24] | Simon Linden: | I'm not sure now how hard it is changing functions with mono as well as LSL to deal with, but that looks like a nice little project |
[17:24] | Sindy Tsure: | it is! simon staged a coup for tonight, tho |
[17:24] | Simon Linden: | Hi Orion - yes, it is. Andrew may be coming late if he gets out of his current issue |
[17:24] | Simon Linden: | I'm subbing |
[17:24] | Orion Shamroy: | ooh. :) yay :) |
[17:25] | Sindy Tsure: | i think the last time we talked about it, andrew had some intersting plans for all sorta of new scripted physical movment.. keyframes and such |
[17:25] | Simon Linden: | That sounds like him :) |
[17:25] | Sindy Tsure: | :) |
[17:26] | Simon Linden: | We had lunch together today with a few other people and discussed some of the more far-reaching ideas --- larger simulator regions for activities like sailing, driving or flying, a 3D layout, other fun stuff |
[17:27] | Simon Linden: | Don't know if or when we will do any of it, but a lot of us would like to work on those things |
[17:27] | Sindy Tsure: | how might the larger regions work? 4x the space on a whole cpu core? |
[17:27] | Sindy Tsure: | *cpu |
[17:27] | Sindy Tsure: | er.. *server |
[17:28] | Sindy Tsure sighs.. same cpu resources per m2 of land? | |
[17:28] | Simon Linden: | We were thinking larger space ... some arbitrary rectangle shape, maybe 2x2 regions now so it is 512 x 512 meters |
[17:28] | Sindy Tsure: | or is that just a config option you guys can poke at easily? |
[17:29] | Simon Linden: | The CPU issue is another dimension ... we're not well set up to take advantage of more CPUs for a single simulator/region |
[17:29] | Sindy Tsure: | so doing a 512x512 on a single core would be like a ginormous openspace |
[17:29] | Simon Linden: | It's not easy ... too much code has been written that assumes the current shape. For example, a region is hard-coded to have 4 neighbors, one North, South, East and West |
[17:29] | Sindy Tsure: | or homestead |
[17:30] | Sindy Tsure: | oh.. and the 512x512 might have 2 per side |
[17:30] | Simon Linden: | Right ... we'd want to make sure it could plug into the current design and database. Also, there are things that look up a region based on a world location... |
[17:30] | Gellan Glenelg: | so potentially 8 regions full of child agents... ouch |
[17:31] | Simon Linden: | ... which now maps easily to one entry in the database. If one region spanned more, it would have to be fixed |
[17:31] | Sindy Tsure: | and splitting a single sim into having 4 names would probably be even harder to fix? |
[17:31] | Sindy Tsure: | *single supersim |
[17:32] | Gellan Glenelg: | I doubt that would be too bad - guessing similar code already exists for 4 parcels on one region |
[17:32] | Sindy Tsure: | child agents aren't always bad, gellan! i think the sims are pretty smart about who they care about |
[17:33] | Simon Linden: | yeah, I think we'd implement it so it looks like 4 regions in our database, but is one simulator running all of them together |
[17:33] | Gellan Glenelg: | well, I'm thinking that's communication with up to 8 other SIMs instead of current up-to-4... which has got to be worse |
[17:33] | Simon Linden: | We'd just want to be able to eliminate costly duplication - like those connections to other sims |
[17:33] | Gellan Glenelg: | especially when you're running the whole 512x512 on one core |
[17:34] | Simon Linden: | So far it's just been a thought exercise, but I think it would be good for sailing or flying |
[17:34] | Orion Shamroy: | Hmm... So mainly 4 homesteads with the same name crammed together? If they're all running on the same core then presumably they would all speak internally to one another? |
[17:34] | Sindy Tsure: | but they could share cache and stuff.. it might be a net win |
[17:35] | Simon Linden: | Right, it would appear to the outside as 4 homesteads, but if you moved from one to another you wouldn't actually have a region crossing or anything |
[17:35] | Sindy Tsure: | heya andrew |
[17:35] | Gellan Glenelg: | hi andrew |
[17:35] | Andrew Linden: | Hello |
[17:35] | Orion Shamroy: | Neat idea >:) |
[17:35] | Rex Cronon: | hi andrew |
[17:36] | Simon Linden: | Hi Andrew - we were just shooting around ideas about larger regions, earlier some llMoveToTarget() options |
[17:36] | Simon Linden: | I haven't promised anything :) |
[17:37] | Andrew Linden: | yeah, that would be nice if we could swing larger regions, or more arbitrarily shaped regions |
[17:37] | Andrew Linden: | it would be a lot of work |
[17:38] | Sindy Tsure: | it'd be cool but i'd vote for newer lsl stuff first, i think |
[17:38] | Sindy Tsure: | if i had a vote, that is |
[17:38] | Simon Linden: | We haven't really scoped out the work ... maybe we should pick a single day to work on it, and really figure out what must be done |
[17:38] | Sindy Tsure: | :) |
[17:39] | Andrew Linden: | ugh... honestly I've just got a huge list of things to do that would go before it |
[17:39] | Andrew Linden: | (but I try not to complain about it too much, really!) |
[17:39] | Simon Linden: | yeah, that's true. Too many projects |
[17:39] | Sindy Tsure: | what?? whipping up some new lsl stuff isn't free?? |
[17:39] | Andrew Linden: | we'd have to hire people to work on it... I'll probably never get a chance |
[17:39] | Sindy Tsure tries her 'shocked' face but can't pull it off | |
[17:40] | Andrew Linden: | looks like I'm going to pick up more official responsibilities regarding bug fixing and maintaining the simulator in the near future (next year or two) |
[17:41] | Andrew Linden: | I'll probably only get "projects" that are emergencies or bug fixes for a while |
[17:41] | Sindy Tsure: | :( |
[17:42] | Andrew Linden: | it's not all bad... some of the features i want to do are pretty small/easy and I might be able to do them on the side |
[17:42] | Andrew Linden: | but we need to get on top of the pile of known bugs first |
[17:43] | Sindy Tsure: | it's coming up on 6 months since 1.24 hit the grid.. will sure be nice to get 1.25 into the wild |
[17:43] | Sindy Tsure: | start the server release train moving... |
[17:43] | Andrew Linden: | I suspect this office hour will eventually become an even better place to bring your bug complaints. |
[17:43] | Simon Linden: | yes, definitely |
[17:44] | Simon Linden: | ... about getting 1.25 out |
[17:44] | Sindy Tsure already mentioned svc-22 for your transcript, andrew | |
[17:44] | Andrew Linden: | I think the bug I've got on my plate is the remaining blocker for 1.25 |
[17:44] | Andrew Linden: | no wait... there was another blocker mentioned today |
[17:44] | Andrew Linden: | I forget the details though |
[17:44] | Simon Linden: | ah, there still are blockers? |
[17:45] | Andrew Linden: | yeah, a problem with login and something about nightly scripts and the "assessor" whatever that is |
[17:45] | Andrew Linden: | some offline web-services tool I think |
[17:46] | Sindy Tsure: | do they call things that have been around for a while 'blocker' or just recent regressions? |
[17:46] | Andrew Linden: | recent regessions |
[17:46] | Sindy Tsure nods | |
[17:47] | Andrew Linden: | if it has been around since forever and people are working around it... not a blocker |
[17:47] | Simon Linden: | 'blocker' is really any problem preventing us from pushing out the new version |
[17:47] | Sindy Tsure: | yepyep |
[17:47] | Andrew Linden: | right, but a not so bad new bug might not be a blocker |
[17:47] | Sindy Tsure: | similar to my rl job.. people alway try to squeeze something in that's been around for ages in there, tho |
[17:47] | Simon Linden: | ... but regression bugs are bad. We shouldn't be going down in quality |
[17:48] | Andrew Linden: | but a bug that would accidentally zero everyone's balance... that might block it. |
[17:48] | Simon Linden: | ... or increase their balance :) |
[17:48] | Sindy Tsure: | no.. i'd be ok with that, simon! |
[17:48] | Andrew Linden: | not everyone would though... |
[17:49] | Sindy Tsure is sure Zee would have kittens | |
[17:49] | Andrew Linden: | too much money and it becomes worthless |
[17:49] | Andrew Linden has little humor today. Everything is taken literally. | |
[17:49] | Sindy Tsure: | not if i can cash it out and put it towards tier! |
[17:49] | Andrew Linden: | (I don't think he'd have kittens) |
[17:49] | Sindy Tsure: | puppies? |
[17:50] | Andrew Linden: | Maybe puppies. |
[17:50] | Sindy Tsure: | lol |
[17:50] | Sindy Tsure: | hm.. i saw a weird physics thing the other day.. dunno if it's new, tho |
[17:50] | Sindy Tsure: | with my ridable sheep.. |
[17:51] | Andrew Linden: | what was happening? |
[17:51] | Sindy Tsure: | once they start moving, they're phantom/physical |
[17:51] | Sindy Tsure: | if somebody sits on one, they're still that but they bump into stuff because there's an avatar on them |
[17:51] | Rex Cronon: | i think we have a runaway shee:) |
[17:52] | Sindy Tsure was seeing ones that had people sit then stand still bumping into things | |
[17:52] | Simon Linden: | Kinda nice how they walk on the air |
[17:52] | Rex Cronon: | sheep* |
[17:52] | Andrew Linden: | oh right... the avatar remains collidable when it its on phantom (at least that is how it is supposed to work) |
[17:52] | Andrew Linden: | so it isn't the sheep bumping... but the avatar itself |
[17:52] | Sindy Tsure: | yep.. but the collisions still happened after the person got up |
[17:52] | Simon Linden: | I think I remember that issue from the combat regions ... AV becoming phantom was a problem in a shooting game |
[17:52] | Sindy Tsure: | see? |
[17:53] | Andrew Linden: | oh... that sounds like a bug |
[17:53] | Gellan Glenelg: | simon: http://jira.secondlife.com/browse/SVC-1253 |
[17:53] | Andrew Linden: | it still shows up phantom in the UI |
[17:53] | Sindy Tsure: | it's temp.. want a copy? |
[17:53] | Sindy Tsure: | there ya go |
[17:53] | Andrew Linden: | sure |
[17:53] | Sindy Tsure: | wear that, say 'sheep' |
[17:53] | Rex Cronon: | that is not exactly a problem. more like a very interestin thing:) |
[17:53] | Sindy Tsure: | or pull it out of the object inventory |
[17:54] | Simon Linden: | Ugh, that's still open |
[17:54] | Andrew Linden: | I wonder if that is magically fixed in server-1.25 |
[17:54] | Simon Linden: | The bug comments say no |
[17:54] | Andrew Linden: | oh ok |
[17:56] | Simon Linden: | But it sounds like an ugly corner case, if I remeber correctly how we create the colliison shapes from linked objects. A combination of phantom/non phantom might be hard to do |
[17:56] | Andrew Linden: | no, we already do that for sitting agents |
[17:56] | Sindy Tsure: | the sheep thing doesn't break anything of mine.. just something i noticed and figured i'd mention |
[17:57] | Andrew Linden: | we now pass in a list of primitives to the physics engine interface |
[17:57] | Andrew Linden: | and the collision group of each prim is figured out |
[17:57] | Andrew Linden: | and set uniqely |
[17:57] | Andrew Linden: | so it isn't hard t have distinct collision groups per prim |
[17:57] | Simon Linden: | oh, ok, then we should be able to do it |
[17:58] | Andrew Linden: | it looks like we're properly doing per-prim collision groups when the avatar sits |
[17:58] | Andrew Linden: | however on standup something goes wrong for the seat |
[17:59] | Andrew Linden: | I'm pretty sure I fixed something in there in 1.25 but it has been so long ago I can't remember the exact details |
[17:59] | Sindy Tsure will try to get to the beta grid and test it there.. | |
[17:59] | Andrew Linden: | I thought it was something to do with the avatar sometimes staying phantom on standup |
[17:59] | Sindy Tsure: | oh! that one tortures me, too |
[18:00] | Andrew Linden: | Sindy, are your sheep also using "VolumeDetect" feature? |
[18:00] | Sindy Tsure: | usually when you tp in soemwhere.. drop thru the floor and it stay phantom until you sit on something |
[18:00] | Sindy Tsure: | nope.. just physical/phantom |
[18:00] | Sindy Tsure: | llSetSTatus stuff |
[18:00] | Simon Linden: | Do you do the TP from a sitting position? |
[18:00] | Wolfhaven Teleportation HUD v3.0 is Ready | |
[18:00] | Sindy Tsure: | almost never, simon |
[18:01] | Sindy Tsure: | hi kitto |
[18:01] | Kitto Flora: | Hello |
[18:01] | Kitto Flora got divrted and missed | |
[18:01] | Andrew Linden: | Alas, I arrived late, and I also have to leave on time. |
[18:01] | Andrew Linden: | Simon, can you send me the transcript to the whole hour? |
[18:01] | Sindy Tsure: | so.. you've got -1 minutes left.. plenty of time! |
[18:02] | Simon Linden: | sure, will do |
[18:02] | Kitto Flora: | I have one Q that probably the crowd can answer: |
[18:02] | Sindy Tsure: | cya, andrew |
[18:02] | Andrew Linden: | goodbye |
[18:02] | Kitto Flora: | Is there a known error in the World/About land/Objects count? |
[18:02] | Orion Shamroy: | Live long and prosper! :) |
[18:02] | Gellan Glenelg: | thanks simon, andrew |
[18:02] | Kitto Flora: | Byebye Andrew |
[18:03] | Simon Linden: | Kitto - that sound vaguely familiar, but I'm not aware of a specific bug there |
[18:03] | Rex Cronon: | bye andre |
[18:03] | Sindy Tsure: | what's the symptom? |
[18:03] | Kitto Flora: | Object Owners count... |
[18:04] | Kitto Flora: | In Wish sim we have a resident with 82 objects (prims) in that World counter, but when they count thir prims its less than 70 |
[18:04] | Simon Linden: | Hmm, that's odd |
[18:05] | Sindy Tsure: | sure it's not something with group land? |
[18:05] | Kitto Flora: | Also when one selects that Owner, so the prims hilite, then some prims *not* owne by them lite op |
[18:05] | Sindy Tsure: | i think i've seen that with temp prims.. they highlight more often than they should |
[18:05] | Kitto Flora: | All the land is group owned. One Region, one parcel, all objects are set to group |
[18:06] | Kitto Flora: | The items lit up in error are surfing waves! |
[18:06] | Kitto Flora: | They lite up for all peoplr I tried |
[18:06] | Kitto Flora: | Oh |
[18:06] | Kitto Flora: | They may be temp prims |
[18:07] | Simon Linden: | That's a good one to report .. .sounds like a viewer bug, or perhaps a combination of sim/viewer problems |
[18:07] | Sindy Tsure: | sounds like what i saw.. temps were getting highlighted for every user |
[18:07] | Simon Linden: | If you have a good reproducable case, please make a jira for it |
[18:07] | Kitto Flora: | In itself its no taproblem: Its an obvious hilite error |
[18:07] | Kitto Flora: | The big problem is prim count per Resident |
[18:08] | Simon Linden: | Hmmm, well, both of those seem worth filing bug reports for. It sounds like two different things |
[18:09] | Kitto Flora: | Maybe to you. The bottom line on Jira now is its the *last* thing that will get done. Jira is such a disappointing mess that it will be the last thing to get any time spent on it. |
[18:09] | Kitto Flora: | My question today is 'is this a known problem' |
[18:09] | Sindy Tsure: | it can be frustrating |
[18:10] | Kitto Flora: | Seems not to be around here |
[18:10] | Simon Linden: | I didn't know about it |
[18:11] | Simon Linden: | I have to run as well ... thanks everyone for coming |
[18:11] | Sindy Tsure wonders if there might be ghost prims messing up the count | |
[18:11] | Gellan Glenelg: | for the "then some prims *not* owne by them lite op", kitto - I believe ALL temp prims light up, whichever bnname you select |
[18:11] | Rex Cronon: | bye everybody |
[18:11] | Kitto Flora: | Indeed Sindy |
[18:11] | Sindy Tsure too.. cya, simon! ty! | |
[18:11] | Rex Cronon: | i g2g |
[18:11] | Kitto Flora: | I'll have to get a count some other way |
[18:11] | Kitto Flora: | Byebye all |
[18:11] | Simon Linden: | take care everyone, see you next time |