We updated Kitely today with several features that improve the in-world experience, including a system that automatically optimizes Kitely worlds so they’ll start faster.
Automatic World Optimization
A common problem in OpenSim is that objects that have complex physics meshes can cause the world to start slowly. A physics mesh is the part of the object that determines where it’s solid, and where avatars can walk through it. For example, suppose you have a large arch in your world. The object’s physics mesh would also be in the shape of an arch: this is what allows users to walk back and forth under the arch.
Most physics meshes are simple and don’t cause a problem. However, if these physics meshes are very complex (i.e., they contain many triangles), then it takes OpenSim a long time to parse them. This makes the world start slower, because this parsing is performed when the world starts. In some cases we’ve seen worlds that take an extra 10 minutes (!) to start, just because of the time that they have to spend parsing complex physics meshes.
Note that all objects have a physics mesh; not only mesh objects. However, in practice, usually only mesh objects (and some sculpties) can have a physics mesh that’s complex enough to cause a problem.
In the past, when we’ve seen this problem we used to contact world owners and ask them to fix their objects: either by simplifying the physics mesh, or by making the objects phantom (since a phantom object’s physics mesh isn’t used, and therefore it doesn’t take any time to parse during startup). But this took a lot of work both on our part, and on the world owner’s part, who had to track down all of the objects and fix them.
Therefore, in today’s update we added a feature that automatically handles this problem. When Kitely worlds start, any object that takes 1.5 seconds or more to parse is automatically made phantom. Because this is done automatically, world owners no longer need to track down the objects themselves. We also send an email with a detailed list of all the objects that we had made phantom, so if the world owner prefers to optimize their physics meshes and make the objects non-Phantom then they can easily locate the objects in-world.
Here’s an example of part of such an email:
Your Kitely world Bridges contains some objects with complex physics meshes. These
meshes were causing the world to start slowly, because of the time that it takes
OpenSim to process them.
Slow mesh: 4266 ms
Name: Tennis Racket High
Location: (402.1, 249.4, 20.9)
This feature is now live in all Kitely worlds.
Enabled llRequestURL in the Same Region
Before today’s update, there was a problem with llRequestURL: the URL that it returned only worked when it was called from other regions. However, when it was called from a prim in the same region, it didn’t work. This happened due to a security feature in OpenSim whose details are too technical to explain here. If you’re interested, see this forum thread for more information.
We’ve now fixed this problem, by having llRequestURL provide URLs that contain an IP instead of a hostname.
More Offline IMs
Some of our users have said that they often reach the limit on Offline IMs (which was 25), causing them to miss some IMs. Therefore, we’ve increased the number of Offline IMs that are saved for each avatar from 25 to 50. This is the same limit that Premium Account users in Second Life get.