SL projects update week 18 (2): server releases

Deployments for Week 18

The week 18 deployments make for interesting reading.

SLS Main Channel

On Tuesday April 30th, the Main channel was rolled back to release, as a result of a widespread performance issue.

Release Candidate Channels

  • BlueSteel and LeTigre: both of these channels should remain on the Experience Keys project, but will also be reverting some changes, due to the same performance issue which is affecting the Main channel – release notes
  • Magnum: should remain on the same server maintenance project as week 17.  This project brings some new minor features to LSL, and fixes some crash modes.  This update fixes the grid performance issue, and fixes an issue in which llDialog() messages sent to the object owner could be incorrectly throttled – release notes.

The performance issue which caused the Main channel to see the re-deployment of an older release was described by Simon Linden as being related to problems with regions locating their neighbours. “The performance problem was really showing up between any one region trying to locate another on the grid … the system was actually working, but too close to the cliff for comfort.” The re-deployment means that the new LSL AO capabilities can no longer be compiled / run on any Main, BlueSteel or LeTigre regions, until the supporting code is rolled-out once more.

There is still no further detail on the Experience Keys project and whether this may / may not be more than a deployment of the Advanced Creation Tools permission system.

Interest List Update

Andrew Linden has been working on fixing a bug related to Meeroos (but which I’ve seen affecting other animals as well), which he describes as, “If you turn your camera away from a crowd of Meeroos, wait several seconds, then turn back around… the Meeroos will be updated, but not quite in the right order. So sometimes you’ll see a head move to the new position, then a fraction of a second later the rest of the body.  So I have a theoretical fix that doesn’t crash the simulator (anymore).” The fix in question has yet to be tested and QA’d, so there is no time frame for any release.

“Missing” Prims

While talking about the interest list work, Andrew answered a question on missing prims / linksets, again acknowledging it to be a viewer-side issue, before going on to say:

We think maybe it is fixed in a new viewer. But this new viewer I mention happens to be very crashy, so we haven’t opened up the source code for it yet nor have we submitted it to our QA team since they’ll just crash …  This is the viewer that goes with our new interest list changes which I mentioned a few weeks ago and people were wondering when the code would be put up on a public repo.

"Missing" prims - viewer-side fix possibly on the way?
“Missing” prims – viewer-side fix possibly on the way?

So a viewer-side fix, along with viewer-side interest list updates, looks to be somewhere on the horizon.

Region Crossings

There have been a number of reports of region crossings worsening again after seeing a significant improvement with the release of the fix for BUG-1814. A common issue has been avatars becoming “snagged” at a region boundary while the vehicle they were travelling in continuing on its way, sometimes being returned to their Lost and Found folder from a location two or three regions beyond where the avatar became stuck. Both prim/sculpt and mesh vehicles are affected when the problem occurs, and it is an issue which had been encountered prior to the widespread deployment of the BUG-1814 fix.

Getting "snagged" at a region crossing while my aircraft flew on was a problem I encountered several times over Blake Sea early in April. The problem has again manifested itself to many, and I've again encountered it while flying my mesh Spitfire Mark IX
Getting “snagged” at a region crossing while my aircraft flew on was a problem I encountered several times over Blake Sea early in April. The problem has again manifested itself to many, and I’ve again encountered it while flying my mesh Spitfire Mark IX

I’d actually encountered the problem on April 4th during a series of region crossing tests, but the problem no longer appeared to be occurring by the middle of the month.

The issue of region crossings was raised at the Simulator Meeting on Tuesday May 30th, but the discussion was dominated by the problems being encountered by one particular type of train. In commenting more generally on region crossings, Andrew Linden said, “I agree that region crossing on vehicles needs more work. I can’t promise that I’ll be working on that as soon as I’m done with this interest list project, but I’ll try to bring it up in the next ‘what do we work on next’ brainstorm that we have.”

5 thoughts on “SL projects update week 18 (2): server releases

  1. A rollback perfectly explains why my new AO Script (with new LSL AO calls) refuses to work even in those (man server channel) regions where it used to work last week…
    Let’s hope they don’t forget to put that code back in with the next releases….


    1. Hope things will be back on track from next week. The issue which caused the re-dpoloyment appears to understand by the Lab,

      As it stands, only Magnum retains the new LSL AO capabilities, so if you can find a region running Magnum, scripts can be run / compiled there in the interim. Not ideal, I know.


  2. Missing prims get worse. as example a failed teleport (sim down) bring me back to my skybox.
    Only its then compleet invisible. and thats whith the new firestorm 4.4
    I stopped with flying again 😦 because i cant cross borders safe. most time ending under the water without plane.


  3. The rollback that was necessitated this time makes me glad I didn’t rush to get products implementing the new LSL AO changes; it spared me the frustration. As for the issue with the region crossings, did it get discussed at all in the meeting? That’s a serious problem and it should never be overshadowed by other, less insignificant issues and “issues”, especially knowing that region crossings have been chronically problematic.


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