Server Deployments Week 10
A full set of server deployments this week.
On Tuesday March 5th, the Second Life Server (SLS) channel received the server maintenance project that was deployed to all three RC channels in week 9. This update only contains a fix to a single crash mode.
On Wednesday March 6th, the three Release Candidate channel should receive the following code deployments:
- BlueSteel and LeTigre: a new server maintenance project, which fixes a fairly common crash mode, together with Baker Linden’s large (as in file size) object rezzing project aimed at improving simulator performance (see below)
- Magnum: a new server maintenance project, which includes a mix of bug fixes and stability improvements. Specific fixes mentioned in the release notes are:
- BUG-1612: region Owners and estate managers finding they are unable to teleport back to their region after disabling direct teleports to the region
- SVC-8019: region visibility delays following region restarts. This may help with the problem of diagonally adjacent regions failing to render
- VWR-786: if a friend does not have ‘See my online status’ permission, they will now see “User is not online ..” message following IM or inventory offer.
Large Object Rezzing Project
Baker Linden has been looking to improve how objects with large file sizes are handled by the simulator software when being rezzed. He describes the work thus, “What I’ve been working on is hopefully significantly decreasing lag spikes when rezzing large, complex objects [such as those with lots of scripts]. Large does not necessarily imply size, but size of the files being read. When an object is rezzing, we have to parse the object / mesh files and create our in-world objects with that data.”
Until now, reading and parsing of any files related to objects which require rezzing has been on the main thread. When several such objects requiring rezzing at the same time, the simulator stalls. Baker has been moving the reading / parsing operation to a background thread in the expectation that this will prevent the simulator being choked.
The key point about this work is that it is specifically aimed at preventing the simulator processes from choking and a region stalling when there are a number of large object files being read / parsed, not at actually “speeding up” the physical rezzing process. As such, it is unlikely that objects will appear any faster in people’s in-world view as a result of this work. However, what it does mean is that the simulator code will be better able to handle rezzing multiple “large file” objects without the attendant region lagging which can occur as a result of the simulator being unable to process messages from viewers and other simulators, etc.
Materials Processing
In my last update on this work, I reported that the Lab believed they had one more issue to resolve with the materials processing project, after which the way should be clear for a project viewer to be made publicly available. At the time, it wasn’t clear exactly what the problem might be. However, on Monday March 4th, I was able to ask Oz about the problem, and it appears that it is with the project viewer itself.
“We’ve got a viewer, but it’s so crashy, and the crashes are mostly in material property editing, that I don’t want to distribute it yet…. I’m concerned that doing so would result in a lot of broken content lying around,” Oz informed me.

I asked Oz if the crash problems were related to physically applying maps to objects and / or object faces. He confirmed that this is indeed the case – and that the latest (non-public) version of the project viewer can crash if even the parameters for maps applied to an object / object face are modified. However, he went on to say, “Hopefully we’ll get the worst of the crashes dealt with soon, and then we can start giving it to a wider audience. We’ve already solved a bunch of them, but it’s not quite ready for even open alpha testing.”
So, for those who commented on the lack of any update following my last SL project update from week 9, I’m afraid the situation still appears to be one of, “Hurry up and wait.”
Continue reading “SL projects updates: week 10 (1): server, materials and SSB”








