Updated to OpenSim 0.9.2.2 and Even Faster Worlds

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Ilan Tochner
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Ilan Tochner »

Update: The upgrade to 0.9.2.2 made it hard to differentiate between avatars that share the same name but belong to different grids. We fixed that today so that names of avatars from other grids will, once again, appear with their grid URI. This means that you should see those avatars names as AvatarName@OtherGridURI instead of just AvatarName.
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Ilan Tochner »

Update: We changed how Top Scripts works so it will resemble how our modified Top Scripts worked prior to the upgrade to OpenSim 0.9.2.2. This should make it a lot more useful. See: https://kitely.atlassian.net/wiki/space ... erformance
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Ilan Tochner »

Update: We fixed the issue that was preventing the showing of correct parcel information on some of the worlds that were created after the upgrade to OpenSim 0.9.2.2.
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Ilan Tochner »

Update: We found and fixed the OpenSim bug that was causing teleport issues in OpenSim 0.9.2.2, it was caused by faulty caching logic. We contributed our patch to OpenSim core so that other grids will benefit from this fix as well. Hopefully it will be included in OpenSim 0.9.3 once it is released.
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Carla Kincaid-Yoshikawa »

I'm having problems on my land. It doesn't seem to be loading faster (I'm still spending a lot of time in the space station waiting area). And today, while someone was on my land, so it was open, I tried to teleport to it from another area of Kitely and got the message that my land needed to start. This happened twice. And when I tried to use the back arrow to return to a place I had been before, it crashed and I was thrown off. So for me, the faster world loading isn't happening and other things that were working (like the back arrow on the top left toolbar) are no longer reliable.
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Ilan Tochner »

Can you please tell me the time when your world was active and you got a message that the world needed to be started? Is it possible the other person had left that world by the time you tried entering it from a different world?

A viewer crashing is different from your world crashing. If the viewer crashed and the world remained active then the problem isn't likely to be with the world. Are you now using a different viewer version from the one you were using previously?
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Ilan Tochner »

Hi Carla,

Please look at your Account History page to see the change over time since the end of March when we started making improvements to world startup times. You can see that the time you spent waiting for your Advanced World (with close to 60K objects) to start changed from more than 2 minutes on average to close to 1:15 minutes on average. To see the change compare the amount of time you spent in the Kitely Transfer Station before being teleported to your world over this period.
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Re: Updated to OpenSim 0.9.2.2 and Even Faster Worlds

Post by Dot Matrix »

We came across a problem with the change to Yengine. It stopped a HUD working with the Spades card game table we use. Fortunately, Morgon was able to track down the issue -- the HUD wasn't getting a particular message from the table and that prevented the game owner from being able to start a game. Here's how he described it:

[12:27] Morgon Lundquist: Yengine made an inconsistent change that caused the problem
[12:28] Morgon Lundquist: since I use messages for communication I have to convert everything to strings. for that I use llList2CSV to convert a List of properties to a CSV string
[12:30] Morgon Lundquist: and that's there the problem was. When I convert a Boolean value "true" it yields the String "True" instead of the integer 1
[12:31] Morgon Lundquist: old engine did convert the String "True" back to an integer with the value 1 leading to a Boolean True
[12:31] Morgon Lundquist: new one does not do that anymore so it always returns 0 as it does not find an integer in the string
[12:33] Morgon Lundquist: llList2CSV should convert Booleans to the integer values 0 and 1 instead of the strings True and False
[12:33] Morgon Lundquist: I now wrote a workaround by doing that string test myself on the receiver side
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