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Oskar Linden
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Registered: 01-20-2009

Deploys for the week of 2011-05-16

[ Edited ]
UPDATED: We will not have a Wednesday morning release for the RC channels. We are postponing it until Thursday morning. I will update the dates here and update the notes soon.

We are back on track this week. I know things have been stressful and hectic and seemingly disorganized for about a month now. We now have a stable set of code deployed to the main grid to work from. It's taken a lot of work and we appreciate your patience. We have a busy week planned with upgrades coming to the main channel and all three RC's.
You may have also noticed a RC channel called "Snack". That is a small, temporary, channel we use just for a limited time. It's like a snack, get it? :-) In this case we used it as a quick live test for Kelly's mono2-performance project that has had some unfortunate rollbacks the last few times on the grid. We deployed his code to Snack and did a verification test on the 4 Snack sandbox regions. We found some bugs and got them fixed. It will now enter the regular RC process.


Second Life Server (main channel)
Main channel remains the same for now. We had issues during the deploy and rolled this channel back to the stable version.
 
2011-05-17, 5:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/11
 

Second Life RC BlueSteel
This branch has some changes to the People API. This API was updated to handle friendship additions and removals as well as some infrastructural changes.

2011-05-19, 8:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_BlueSteel/11
 

Second Life RC LeTigre
This channel is the same as LeTigre last week and contains Kelly's "maint-server" changes. This is mostly bug fixes and some logging changes to help us investigate some issues. The details are in the release notes.

2011-05-19, 9:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_LeTigre/11
 

Second Life RC Magnum
This project is getting the "mesh-prep" branch. This contains infrastructure and framework updates to get the grid ready for mesh. It does not include any mesh features or functionality. The physics engine has been updated and the 10cm gap between colliding objects has been removed for some objects. 
The llCastRay() function has been included, but is disabled. A last minute bug was holding back the release of this project and we needed ti disable it. It will be fixed in an upcoming maint-server. Scripts with llCastRay() will compile but will not generate results and may produce errors.

2011-05-19, 10:00am: Rolling Restart - Release Notes: https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Magnum/11
 

Snack Release Channel
This will get Kelly's updated "mono2performance" project. More info to come.

2011-05-19, 10:00am: Rolling Restart - Release Notes:https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_RC_Snack/11
 

We will be monitoring this thread during the next week so please feel free to post issues that you feel have been introduced by the new code. Please file a JIRA for issues you find and post the JIRA link into this thread. It really helps us out. When determining if issues are relevant or not research is key. Tracking down exactly the right situation where an issue is occurring greatly speeds up the development process to get fixes in place.
I appreciate your help. Have a good week!
 
__Oskar
 
p.s. If you are interested in helping test SecondLife in beta please join the group "Second Life Beta" in-world. We also have an email list where we communicate upcoming projects and how you can help. ( https://lists.secondlife.com/cgi-bin/mailman/listinfo/server-beta ) Once a week we meet on ADITI to discuss new features, new bugs, new fixes, and other fun stuff. You are more than welcome. Information is here: https://wiki.secondlife.com/wiki/Server_Beta_User_Group

 

Elite Runner
Posts: 86
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Registered: 04-15-2009

Re: Deploys for the week of 2011-05-16

Reply to Oskar Linden - view message

Cannot wait! (gets excited)

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WolfBaginski Bearsfoot
Posts: 773

Re: Deploys for the week of 2011-05-16

Reply to Oskar Linden - view message

Oh joy...

schöner Götterfunken, and all that, but I'd be willing to settle for better sim crossings.

I could well do without the excitement. 

Posts: 851
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Registered: 02-09-2010

Re: Deploys for the week of 2011-05-16

Reply to Oskar Linden - view message

Mesh-prep, does this mean we are getting 64 m prims as first step or just some backend work first?

*mew*
Void Singer
Posts: 7,475
Registered: 05-28-2009

Re: Deploys for the week of 2011-05-16

[ Edited ]

Reply to WolfBaginski Bearsfoot - view message

are you still seeing lots of problems with region crossings? My own experience is that they are vastly improved... less rubberbanding, less pausing on the region when overloaded avatars enter, etc. still not quite as smooth as pre point to point TP, telehub days, but I don't think anyone wants a return of that (well ok, maybe the vehicle enthusiats might) =)

I know some users with 20+MiB os script load are still seeing low responsiveness from their scripted items after TP, but even that's improved over previous situations where those same avatars would often bounce or disconnect. If you're seeing something else, please report with details.

ETA:
I think it means back end support for mesh objects, code to support encroachment tools, and a switch for them to throw when they enable bigger prims.... but that's just a guess. But that's still exciting (to me anyways), because it means it's all that much closer to arrival (and means I need to update some of the logic on my freebie resizer script)

- Farewell to your ports and good luck to you all
Honored Resident
Kitteh Scientist
Posts: 13

Re: Deploys for the week of 2011-05-16

Reply to Oskar Linden - view message

Having the Snack sims is a great idea. And i think we should keep them in the future too. It is lot more comfy to do testing of future server versions on the main grid.

Oskar Linden
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Registered: 01-20-2009

Re: Deploys for the week of 2011-05-16

Reply to Oskar Linden - view message

We had some intermittent server issues with the rolling restart today and made the decision to halt the roll and set the grid back to the stable trunk version. I'll post more details as I have them.

 

__Oskar

Member
Triple Peccable
Posts: 203

Re: Deploys for the week of 2011-05-16

[ Edited ]

Reply to Oskar Linden - view message

Hmmm. The Grid Status page says the rolling restarts are completed, but my mainland main server channel region did not restart and is still running last week's code (the region is Joffy). EDIT: Nevermind, I just read Oskar's post.

 

As far as sim crossings are concerned, they do seem better for full sim regions, but homestead mainland regions (which is the bulk of the Linden protected water sims) has problems. It seems to me that if they sit unused too long, they get swapped out to disk. When I try to enter a rarely used homestead sim, sometimes the time dialation goes to .01, and by the time the sim recovers your avatar has been separated from the vehicle you were on.

Once the region is back into the server's memory, things are usually ok for a while, but it isn't long before the same problem happens again.

I think this is happening because too many homestead regions are getting stuffed into one server, and something has changed causing them to use more memory than they used to. If anyone else has noticed this, please chime in.

Member
Alisha Matova
Posts: 215

Re: Deploys for the week of 2011-05-16

[ Edited ]

Reply to Oskar Linden - view message

I have been seeing, what look like, random disconnects from the asset system.

Issues ranging from, objects rezzed inworld that no one can delete, return, etc. (These lost objects even survive sim restarts and bypass parcel return.) ... to very odd outfit behavior.

This morning while putting an outfit together i started getting "failed to rez" warnings while trying to wear attachments. Eventually i relogged and found that i had lost an hours worth of edits on the outfit. I was wearing all the attachments i put on, but non of the resizing or location changes stuck.

The other day, we went out for a drive in Bay City. When we were done, not One of us could pick up our vehicles. Some said they were returned via parcel return, none really were returned though.. I went back last night and found not only my vehicle was still there, but that there were 100+ copies of it, all in the exact same location. I tried everything to pick them up, eventually i slid them into the neighboring sim.. and crashed the sim Badly! (Weston)

Not sure if these observations help at all.

I would suggest, though, that if anyone does see this "failure to rez" warning while getting dressed, to relog, so as to not waste too much time.

Recognized Member
Ciaran Laval
Posts: 3,622

Re: Deploys for the week of 2011-05-16

Reply to Alisha Matova - view message


Alisha Matova wrote:

Issues ranging from, objects rezzed inworld that no one can delete, return, etc. (These lost objects even survive sim restarts and bypass parcel return.) ...


https://jira.secondlife.com/browse/SVC-6905

It's ghost prims on steroids, presumably on some revenge mission and now openly taunting us by being visible and harder to remove!