SL16B Meet April and Oz Linden: summary with audio and video

Courtesy of Linden Lab
On Tuesday, June 254th, 2019 at the SL16B celebrations, the second of five Meet the Lindens sessions was held in the SL16B Auditorium. It featured the Lab’s Senior Director, Second Life Engineering, Oz Linden and April Linden, Systems Engineering Manager, Operations.

The following is a summary of the session covering the core topics raised, with audio extracts where relevant.

Note that there are three videos of this event that I’m aware of:

Table of Contents

When reading this summary, please note:

  • It is not a full transcript:
    • Discussion points have been grouped by topic, and not necessarily in the order raised during the session.
    • I have focused on those topics liable to be of the most interest to readers / generated the most informative answers, so this is not a summary of all comments. etc.,
    • Topics are give as bullet-point highlights for ease of reference.
  • Audio extracts are provided.
    • These have been cleaned-up in places to remove repetition or pauses, etc.
    • Audio extracts may concatenate comments on specific subjects that may have been made at different points in the discussion, and so do not always match the chronology of the video.
  • Timestamps to the part 2 of the SL4Live – TV video are provided for those who would prefer to listen to  comments “in the raw”. This video is also embedded at the end of this article.

About April and Oz Linden

April Linden

April has some 20 years of experience in systems engineering, and is genuinely passionate about Second Life. She first became involved in the platform in 2006, and is still extremely active as a resident.

I actually own a couple of regions, and I’m in-world probably way more as a resident than I am as a Linden. At the end of the day, I leave the Lab, go home, have some dinner and then log-in as a different account and spend my time in Second Life.

– April Linden, Meet the Lindens, June 25th, 2019

In this, April is one of a large number  – in difference to the hoary old claim that “Lindens don’t understand SL” because they’ve “never been residents” or they’re “never in-world” – of Lab employees who have joined the company from the ranks of SL users (in fact if you look at the list of those Lindens who have attended Meet the Lindens over the years, the many are former residents who have not only joined the company, but have also risen to senior positions within LL.

Joining the company in 2013, April worked within the systems engineering team, and was promoted to her current position of Systems Engineering Manager, Operations, some 18 months ago. For her, the great attraction of the platform has been, and remains, the empowerment it gives people to express themselves positively.

I come from a background – well, I’ll just be frank, where LGBT issues were not to be discussed, and it was through Second Life that gave me the power and the anonymity and the courage, really, to learn more about myself. And Second Life gave me the power to make my life so much better … This platform is so important to me, I work here to keep it going; It gave me the courage to be more than I was, and I really appreciate Second Life for that. 

– April Linden, Meet the Lindens, June 25th, 2019

The bunny and the wizard who bring us Second Life: April Linden (Systems Engineering Manager, Operations) and Oz Linden (Senior Director, Second Life Engineering). Credit; Strawberry Linden

Oz Linden

Oz is the Technical Director for Second Life. He joined the company in 2010 specifically to take on the role of managing the open-source aspects of the Second Life viewer and managing the relationship with third-party viewers. In his previous role, he had been responsible for leading the company his was working for in taking their product from closed-source to open-source and then managing the technical side of the product as a open-source project for a number of years.

Over the first two years of his time at the Lab, he was primarily focused on the open-source viewer work and in refining the overall viewer maintenance process, before his role started expanding to encompass more and more of the engineering side of Second Life. When work on Sansar started in earnest, he pro-actively campaigned within the Lab for the role he has now, with responsibility for managing all of the engineering side of the Second Life platform.

He came to Linden Lab out of a desire to do something “fun” after working in the telecommunication arena, notably with voice over IP systems (VOIP), which he defines as being “really interesting technology with some really fascinating challenges”, but in terms of it being fun, it really didn’t do what I wanted it to do.” He had actually signed-up to Second Life around three years prior to joining Linden Lab, but wouldn’t classify himself as a resident at that time as he didn’t have a particularly good computer and so couldn’t really do that much – although interestingly, he did use his SL account for around half of his interviews with the Lab, all of which were conducted in-world.

He classifies the attraction to working with Second Life as perhaps falling into three core areas: through the open-source nature of the viewer, he is directly involved with how SL users are using the viewer and what they do with it – which can often times take the Lab entirely by surprise; through the fact that the Second Life offers the challenge of trying to implement new technologies alongside of (rather than simply replacing) older technologies; and working with the operations team and others to ensure SL constantly evolves without (as far as is possible) breaking anything – a process he refers to and rebuilding the railway in front of a moving train.

Back to top

On Working at the Lab

[Video: 5:06-21:40]

  • Induction at the Lab is referred to as “drinking from the fire hose”, in that all new starters have an enormous amount to learn (although those who come from the ranks of residents may have it a little easier due to their familiarity with the platform as users).
    • Part of this used to include a series of Jira-based tasks new starters would be given, which they then had to come in-world and do.
  • Most employees at the Lab refer to it as a “fun” place to work  – and most are there a long time.
  • One of the appeals of working with Second Life is that it is a constant surprise: users make use of the platform and its capabilities in so many (often unique / unintended) ways, that seeing  / hearing about how the platform is used is something of a daily voyage of discovery.
  • Most rewarding aspects of the work:
    • Hearing about the positive impact Second Life can have on people’s physical lives.
    • Being able to run the platform and help / be with users.
  • Most challenging:
    • Oz: trying to introduce new features while maintaining backward compatibility, be it the way a function used to work, how it’s anticipated SL should work, how SL looks, or making it harder for people on older systems to use SL, and how user content works within SL.
    • April: trying to keep all of the SL services (not just the simulators, they are just a part of the story) running without interruption, be it from issues developing internally, or for outside influences such as DDoS attacks.
      • This complexity is increased at SL has continued to grow technically over 16+ years, so systems and subsystems can all behave differently to one another, which means root causes of issues can often be found in unlikely places.
      • Given SL is intended to run 24/7, it is not as if those working in the Ops team today can take a system down, figure out how it works and put it back together – they often have to do that as a part of trying to fix an issue.
      • Much of the work April’s team carries out is invisible to users: they are often in and fixing issues before the problems rise to the point of impacting users.
      • As a resident, April believes it’s important for users to understand what has happened when things go sideways, hence her honest (and appreciated) post-mortem blog posts on outages.

Back to top

Continue reading “SL16B Meet April and Oz Linden: summary with audio and video”

The return of Last Names – a further update with audio

One of the most eagerly-awaited changes that is in the works – indeed, has been in the works for a long time (my last significant update on the subject was over a years ago!) is that of the “return of last names”.

During the Meet the Lindens event featuring Oz Linden, the Lab’s Senior Director, Second Life Engineering and April Linden, Systems Engineering Manager, Operations for Second Life, the subject inevitably came up, with Oz and April both explaining why the process of implementing  the capability is taking so long, and addressing questions on the subject (some of which have been asked in the past as well).

While I will have a summary of the entire Meet the Lindens session with Oz and April available shortly, I thought it might be easier for people to reference the project via an individual update, to follow-on from the one I provided in March 2018 (see The return of Second Life Last Names – update with audio).

The first thing to point out, although it has been stated in the past, is that this capability is not just about avatar LAST names – it includes the ability for users to continue to select their own first name – and to be able to change both that name and their last name as they wish (and according to their willingness to pay whatever fee will be applied to the service.

But why is it taking so long to implement? In March 2018, Oz indicated the Lab hoped to have the feature ready by the end of that year – and we’re already six months beyond that.

Well, the answer is – as with a lot of things within Second Life – pretty complicated, and goes to the very heart of how the platform and its systems were originally created and have been seen throughout their lifespan, as Oz explained:

[Bringing back] Last names would have been pretty easy. In fact, we still do last names; it’s just that we give everyone the same last name … The hard part is allowing you to change your name …  Every part of Second Life, absolutely everything, was built with the assumption that your name can never change. And that means that lots of things that can be treated as cached, and [that] the cache never needs to be cleaned-up and updated [now have to change], and we have to go back and find that assumption everywhere in Second Life; and that’s a lot of code…

You would have thought it was based on a [avatar] key, but it wasn’t always, and the trick is that while maybe it was not maybe the best way to be doing it – to be saving names in different places – it always worked, because names could never change.

– Oz Linden describing the major issue with offering changeable avatar names

Oz and April went on to note that this work is still going on, but is taking a lot longer than have been anticipated. It is also something that is complicated as it means that all these points were the avatar’s name may be used and / or cached, now not only must have the “name never changes” assumption removed – they actually have to each be hooked up to some mechanism that can track name changes (e.g. through association with the avatar key) to make sure the correct name is always surfaced where it is seen by users.

You can listen to Oz’s full explanation below.

Oz also went over some ground previously covered about the name avatar naming options, and which may well be familiar to many, but are again given here for completeness and for those who may not have followed that project closely:

  • First name selection will be free-form (pick any first name you like (within the bounds of LL’s ToS and the SL Community Standards).
  • Last names:
    • Will be selectable from a pre-set list. This list will change on some basis (TBD).
    • It may be possible for users to offer suggestions for new last names.
    • Currently, it is not planned to make previously used last names (e.g. Pey, Sideways, Starr, Rubble, etc.) available for re-use.
    • Users will, however, be able to change back to one of their own past names, if they wish.
  • Combinations of first name and last name must be completely unique (i.e. never used previously in Second Life).  They will have a maximum of 31 characters each.
  • The ability to change your name will likely be via a new page available through your secondlife.com account dashboard.

The event also saw a number of questions asked on last names. These are again summarised bellow and answers are supplied in the audio file (with questions relayed by Patch Linden):

  • Will incoming users be able to pick a last name when they are signing-up? – No, they probably will not. Incoming new users will continue to have “Resident” as a default last name.
    • This is because picking a last name was found to be a major blocker to users signing-up.
    • Incoming new users will, however, be able to change their name(s) like everyone else, once they are in Second Life.
  • Why is there a charge being applied to name changes? – Mainly to discourage people from frequently changing their names. These changes will have a impact right across the SL services, and this needs to be managed, and the Lab would prefer not to impose artificial limits (e.g. “you can only change one a month”), if possible.
  • Will friends of people who change their name be notified, or will they have to discover this for themselves? – Hasn’t been addressed, but potentially no reason why friends shouldn’t be notified.
  • Will people who change their names remain on a friends list? Yes; this is one of the systems the Lab has to parse through to make sure things behave as expected.
  • Will name changes be reflected in everything (the name of creators of object rezzed in-world, the owners’ names, etc)?
    • That is the goal, and again why it is taking so much time to get this feature to a point where it works as would be expected and then deployed.
    • However, there will likely be a some delays on seeing name changes, simply because they need to propagate and cached across multiple services.
  • How much will it cost to change names? – This will probably be one of the last things to be decided, as it only needs to be done when the capability is ready for deployment.

For those who prefer to listen to Oz and April’s comments as given directly during their Meet the Linden session, they can be found on the SL4live TV recording of the event at the following time stamps:

  • [28:20-32:35] Initial comments on the complexity of implementing the capability and what it will offer.
  • [38:04-47:59] Q&A with Patch Linden handling audience questions.

2018 SL UG updates #38/4: TPVD meeting – name changes + premium levels

Athenaeum; Inara Pey, August 2018, on FlickrAthenaeumblog post

The following notes are taken from the TPV Developer meeting held on Friday, September 21st, 2018. A video of the meeting is embedded below, my thanks as always to North for recording and providing it, and for sending me a chat log as well, as circumstances meant I was unable to attend the meeting in person.

This is again a short meeting, with a lot of incidental chat about Dog Food Day, so the following is a summary of key points.

SL Viewer

[00:00-4:35]

There have been no SL viewer updates during week #38, leaving the various viewers in the pipelines as:

  • Current Release version 5.1.8.518593, dated August 14, promoted August 20. Formerly the SL Voice RC viewer – No Change.
  • Release channel cohort:
    • BugSplat RC viewer, version 5.1.9.519462, September 10. This viewer is functionally identical to the current release viewer, but uses BugSplat for crash reporting, rather than the Lab’s own Breakpad based crash reporting tools.
    • Rakomelo Maintenance RC, version 5.1.9.519298, September 5.
    • Animesh RC viewer, version 6.0.0.518949, August 24.
    • Love Me Render RC viewer, version 5.1.8.518751, released on August 20.
  • Project viewers:
  • Linux Spur viewer, version 5.0.9.329906, dated November 17, 2017 and promoted to release status 29 November – offered pending a Linux version of the Alex Ivy viewer code.
  • Obsolete platform viewer, version 3.7.28.300847, May 8, 2015 – provided for users on Windows XP and OS X versions below 10.7.

Additional notes:

  • Bugsplat RC is awaiting  a “couple more” updates and a further restructuring of the viewer updater, which will see it become a child process to the viewer, rather than the parent process for the viewer (as is currently the case, and hasn’t worked as well as the Lab had hoped following it introduction.
  • The Rakamelo RC and Animesh RC are both under consideration for promotion to de facto release viewer status. A decision on which of them might be promoted could be taken in week #39 (week commencing Monday, September 24th).
  • Love Me Render RC is currently awaiting further updates.
  • Bakes On Mesh: as per my CCUG summary, the AIS updates have been deployed to the main grid, so this is now awaiting the Bake Service update (to support 1024×1024 textures) and the simulator update required to support BOM operations. The simulator support will follow the normal deployment route, initially appearing on a server RC channel, when the viewer is likely to be promoted to RC status.
  • EAM (Estate Access Management) will likely go to release candidate status with the new update.

Other Items

End of Asset UDP Fetching

[8:53-10:00] In 2017, Linden Lab completed moving all SL inventory asset fetching from running through the simulators via UDP to HTTP via their CDN provider(s). As a result, the UDP asset messaging will be turned off at the simulator end of things in January 2019, after which any old versions of the viewer still reliance on UDP for inventory messaging will no long be able to receive inventory data.

Return of Last Names and Premium Restructuring

As Ebbe recently indicated during his September town hall meeting, the return of last names to Second life is still some way from being implemented, and the work may not be completed before the end of 2018.

[22:05-24:16] Much of the work involved going through all of the SL back-end systems to update them and ensure they can handle both last names and changes to last names – the aim being to ensure name changes can be handled throughout the Second Life services without necessarily breaking something.

Currently, there is at least one major back-end service that has yet to be assessed and updated, and it appears possible that the new Premium levels will be deployed before last names are re-implemented.

Aditi Inventory Handling Bug

[10:53-12:03] BUG-225435 – Objects attached to avatar from the ground go into Lost & Found folder of inventory: this is currently only an issue on Aditi (the Beta grid), and appears to be related to inventory handling changes made there. Essentially, it is caused by a race condition between the viewer and the simulator, and may be related to EEP changes. The Lab is investigating this, and the plan is to fix the problem before the update moves to Agni (the main grid),

 

 

Second Life: Last Names update with audio

Update, April 21st, 2018: at the April 20th Town Hall meeting with Ebbe Altberg, it was indicated that the new first name / last name system might be a Premium only benefit, or that if generally available to all users, that Premium account holders will have some advantage in using the capability over Basic account holders. Please refer to the audio of Grumpity Linden’s comments from that event appended at the end of this article.   

Update, March 28th, 2018: further information was provided at the Web User Group meeting on this date. This information has been appended to the end of this article. 

Following the Lab’s announcement that last names will be returning to Second Life  later in 2018 (see my post here), Oz and  Patch Linden have been providing further details on the change.

Patch has been commenting on the forum thread related to this topic (and the Lab’s 15th anniversary blog post in general), starting here, and I’ve also quoted him below.

Oz Linden took time to address questions on the subject at the Content Creation User Group (CCUG) meeting on Thursday, March 22nd.

The following is a summary of what has been said thus far, predominantly using Oz Linden’s comments at the CCUG meeting. I’ve attempted to summarise the key points as series of short topics, and have included audio extracts of Oz’s comments with each topic.

Note that the audio extracts draw together related comments voiced at different points in the session, as Oz addressed questions. I hope that presenting them in this way, rather than just chronologically as they came up at the meeting, helps to present a clearer picture of what is being planned.

In General

As the original blog post indicated, the return of last names will be coming later in 2018 – not in the immediate future. There are some back-end changes to SL which need to be made before last names can make a return, so it would seem like “later in 2018” users might be read as “late 2018”.

That is not something that we’re going to be able to deliver real quickly. Don’t look for it in the next few weeks. But it is on the road map for this year, and we’ll try to make it better than the very end of the year, but there are a couple of things that have to get fixed on the back-end before that can work.

Oz Linden, CCUG meeting, March 22nd, 2018

With the introduction of this system, Agent IDs will become the primary means of link names to avatars. As noted below, this means that those scripting items which require avatar details, and who don’t use Agent IDs might want to start thinking about revising their scripts to do so.

In Summary

  • The plan is to allow people to change their first and last name whenever they wish.
  • As with the “old” system, users will be able to choose whatever first name they like, then select their last name from a pre-set list of available names.
    • The list of last names will be routinely refreshed.
    • The Lab is considering accepting suggestions from users.
  • Once a name combination has been created, it is forever tied to that avatar, it cannot be used by anyone else, even if the “owner” later changes their name, or their account is deactivated.
  • Previous names will be retained by the system, so:
    • If you can remember someone’s previous name, you can search on that and get their current name.
    • Users will be able to switch back to previous names they have used, as well as select new names as the list changes.
  • Unicode will not be supported when entering a first name.
  • The first name / last name capability will not replace Display Names1.

This has no effect on display names and largely I do not anticipate we will change how display names work. If anything, it somewhat sunsets the need for them.

Patch Linden, March 22nd, forum thread

  • There will be a fee associated with changing your name (which has still to be determined).
    • The fee is liable to be “large enough” to prevent people simply constantly changing name just to use the “good names” up.

  • Advice from the Lab to scripters:
    • Given this change is coming, scripters who have a need to same avatar details should start to consider doing so by Agent ID, not first name / last name.
    • The Lab will most likely provide an API for resolving first name / last name into a valid Agent ID.

In the forum thread, Patch also reiterates the uniqueness of first name / last name combinations, as noted above.

No hiding of names. First name and surname combos will have to be unique like they are today. A couple of other questions that came up – no re-use of retired names, once a name has been used, it belongs to that account forever. We keep a transnational name change history. Only standard English characters will be permitted.

Patch Linden, March 22nd, forum thread.

I’ll have more on the return of Last Names as information becomes available, mostly like much nearer the time the feature is ready to deploy. In the meantime, Patch may post further information on the forum thread, so it might be worth keeping and eye on that.

Update From the Web User Group, March 28th, 2018

  • “Original / legacy” last names will not be re-opened for use.
  • New users joining Second Life will still be given the automatic “last name” of “Resident”, but have the option of changing if they wish.
  • The fee for name changes has not been announced, however, at this point the indication is that the fee will be in fiat currency (i.e. US dollars) not Linden Dollars.

Update From the Town Hall Meeting, April 20th, 2018

  • Intimation that the name change capability might be a Premium-only benefit.
  • Indication that if available to Premium and Basic, Premium members will have an (at the time of reporting) unspecified advantage over Basic account holders.

  1. Oz indicated that Display Names will not be replaced due to the work involved in removing the functionality. It’s also worth noting that – depending on the fee levied for name changes – people  who have multiple characters associated with their avatar for role-play, etc., and so frequently change their name, might find using Display Names remains more convenient / cost-effective means of doing so once the first name / last name capability is deployed.

Second Life: Last names to return – Linden Lab

Update, March 22nd: At the Content Creation User Group meeting, Oz Linden indicated the return of last names will be somewhat similar to the “old” system – users select a last name from a list. However, people will be able to change their names as often as they like (although a fee will apply). See more in my summary update.

He also indicated that the Lab might take suggestions from users for last names which can be included in the various sets of names offered.

As promised during the VWBPE 2018 conversation with Linden Lab CEO Ebbe Altberg and Brett Atwood (Brett Linden), Senior Manager for Marketing at Linden Lab, the company has provided a blog post presenting something of a “roadmap” for Second Life.

The post, which also serves as something of a launch of Second Life’s 15th anniversary, starts with a recap of the Mainland price restructuring announced on March 14th, 2018, and goes on to provide an interesting list of items – some of which could prove to be highly popular.

Key among these is the promise that – after years of requests – last names will be returning to Second Life.

No time frame is given – beyond later this year. Note that this is not necessarily the return of the “old” system of last names, but appears to be a means for people to more readily change their last name, the blog post stating:

The return of Last Names – You’ve asked for it (a lot!), so we will provide a way to customize your last name in Second Life! More details will be available later this year.

Another item which may well be of interest to existing users is a new attempt by the Lab to raise the level of new user retention within Second Life, with the post noting:

Themed Learning Islands – Getting connected to people who share your interests will be easier than ever with “Themed Learning Islands.” Soon newcomers may start their adventures in one of several themed areas, so their first experience in SL will be among Residents who share similar interests. This new initiative is in addition to our existing Community Gateway program which empowers independent communities to develop their own newcomer-friendly experiences.

Speaking at a recent Third-Party Developer meeting, Grumpity Linden, a Senior Product Manager at Linden Lab provided an overview of what this will entail:

Another intriguing change will see the Mainland Land Auction system overhauled, including integration with Place Pages and the ability for users to auction their own land.

Merchants are liable to be interested in the news that the Marketplace will see improvement, with the blog post noting:

We’ve got a number of improvements to Marketplace in the works, too! We’re integrating many long-requested features that will help to reduce clutter and improve the functionality of listings as the Marketplace gets a facelift later this year.

Among the more general items listed in the blog post – at least for those who follow this blog  – is a summary of some of the new capabilities and updates which are coming to Second Life:

  • Animesh.
  • Bakes on Mesh.
  • Environmental Enhancement Project (EEP).

All three are primarily covered in my Content Creation User Group updates.

It’s also worthwhile that alongside of the EEP work mentioned in the blog post, there is also a project – no time frame available – to improve the Second Life’s atmospheric shaders – which could help update SL’s general appearance and more easily allow atmospheric effects like Godrays.

The work to move Second Life to the cloud gets a mention in the blog post. Credit: Linden Lab / Amazon Web Services Inc.

The work to move Second Life to the cloud also gets a mention – and I’ll have a blog post on this up and available soon, largely as a result of the VWBPE 2018 event mentioned above, and also comments made by Ebbe Altberg and Oz Linden at a recent Third-Party Developer meeting. In the meantime, the blog post notes the work to enhance and improve SL’s performance both on the server-side and in the viewer.

Elsewhere. it is noted that Premium members will see further benefits as the year unfolds:

  • Additional benefits for merchants with Premium membership, which may have come out of / been hinted at during Web User Group meetings.
  • Linden Homes are going to get a (long overdue) revamp.
  • Premium users  will be able to run Experiences that are enabled anywhere on the grid (unless specifically blocked by a landowner). This is again something many Experience creators have requested since the introduction of Experiences.

Finally – and as some have noted with the arrival of new region groups on the grid in recent weeks – a further new Experience-based game is on the way. Expect to see that, according to the official blog post, closer to the actual SL15B celebrations.

All told, the list of 15 expectations is an interesting mix of news, some of which those actively engaged in Second Life will already be aware, as note. Others – again, perhaps notably the upcoming return of last names – could generate excitement among users. I’m personally keen to see the new themed learning islands, and will hopefully have more information on them as the project launches in the new future. I’ll also continue to cover the technical enhancements to the platform through my weekly project updates.