Jump to content

animats

Resident
  • Posts

    6,148
  • Joined

  • Last visited

Everything posted by animats

  1. There are stores that have parking spaces, but instantly auto-return parked vehicles. That's lame. If you build a parking lot, make it usable. There's a weak convention in SL that gas stations should have a rez zone. Some do, some don't. If you have a gas station, it's there for vehicles, so why not? GTFO hubs almost always have a rez zone and allow parking.
  2. Turns out I can set an environment variable and the Rust crate "ureq" will log the headers it sends. Looks like this: [2024-01-28T19:47:58Z DEBUG ureq::unit] writing prelude: POST /cap/129b91db-ada6-194a-6852-94007e56de4c HTTP/1.1 Host: simhost-0a383acea59d4be55.aditi.secondlife.io:12043 User-Agent: Animats.com experimental viewer. Contact info@animats.com for problems. Accept: */* Content-Type: application/llsd+xml accept-encoding: gzip Content-Length: 143 Looks standard, but maybe SL wants something else. Sent the whole log to Monty Linden. That's how I started out on Sharpview. The earliest versions just captured Ethernet traffic from Firestorm into a .pcap file, then parsed and dumped the packets. That was later hooked up to graphics so one static region could be replayed. That's how I debugged meshes, prims, and sculpts. Spent lots of time looking very closely at the Ivory Tower of Prims. Only after replay was working did Sharpview start logging in and talking to the simulators directly. In replay mode it looked like this. (Sadly, the two places in that video, the Polish Embassy and Ying Industries, are gone now.) Replay mode was strictly UDP - didn't trace anything that went over HTTP. No capabilities, materials, events, etc. So that tool won't help here.
  3. Asked for a full set of caps, and it did change simulator behavior slightly. I started getting GenericStreamingMessage messages with PBR material override info. That makes sense. Those are new, and are only in the message template on the "DRTVWR-600-maint-A" branch. Some viewers can't handle them yet, so the simulator needs to know (guess) whether it should send them. But the one minute delay remains. Looking into getting more detail on what's happening down at the HTTPS level.
  4. I see SL traffic event poller replies with no traffic in two forms - zero length body with status 200, and HTTP error 500. The spec says a no-traffic reply should be a 502 status, which I never see from SL sim servers. (The Other Simulator does send 502 items) Something that might be worth a try: send an empty event poll reply every 10 seconds or so. Like this. <llsd><map><key>events</key><array></array><key>id</key><integer>28</integer></map></llsd> That's a valid zero-length array of events, something all viewers should be able to process and ignore. That would keep the event poller on the happy path, without HTTPS level timeouts. Apache and Curl timeout and retry logic would no longer be involved. That may be easier than struggling with the error cases in those libraries. Hm. Possible, although difficult. What are you looking for. At the moment, the event poller should be using non-persistent connections, I think. The connection is dropped after each request. I've tried persistent mode, and that does exactly the same thing. Yes. Haven't implemented avatar appearance, editing, voice, etc. yet. So those caps are the ones that the Sharpview viewer is using. I could fetch more, of course. Shouldn't affect this issues, since cap fetching comes after receiving the seed cap.
  5. Thanks. Just ran a test. "animatsalt" in Bonifacio on the beta grid, near Bonifacio/240/5, looking towards Morris. Close to the edge, far from the center of the 4-corner area. Draw distance 120m. So only two regions should come up. Bonifacio comes up fine, Morris goes live one minute later. Avatar never moves; just stands there. (Moving the avatar within the region doesn't Login succeeded at 07:57:32 UTC, 11:57:32 SLT. 2024-01-27 Logout started at 07:58:46 UTC. Detailed log from Sharpview is available. Will send link in IM.
  6. Thanks. The new message template for that branch is here. It hasn't landed on trunk yet, so I didn't notice the change. I saw this on the beta grid, which makes sense. It's in test on a branch. Relevant change Template change history.
  7. Message: "ff ff 00 9e 72 cc 6b 0a f4 2c 44 71 a1 bd 46 61 fb cf d8 4a 00 3f 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 80 3f 00 00 00 80 3f 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 00 01 00 01 01 32 09 00 00 00 00 00 00 01 00 00 00 00 00 00 00 00 e0 ce f7 3e 0a d4 7e fb 35 35 64 1d 07 f7 1f b4 cb af a8 b7 ca 2f e0 a9 66 b3 de 64 fe 56 48 f2 2b dd f5 30 ad d9 02 77 b5 25 3a 13 0c 28 b3 57 93 9e a2 24 33 ee 61 28 ae bc e2 f3 cb 7d 03 51 f7 83 8c e0 d0 15 f0 e8 02 99 1a 5c 50 2c 27 39 e8 d5 18 9d 38 8b aa af e1 13 c8 8a ff 4e 10 7f bb 95 30 d3 50 20 bd f1 48 fe 0f f7 9d e5 5d 5a c3 b6 ac 56 87 b3 27 f0 fe 8b 8c 0c 13 dd d4 4f 97 0a ca 93 ab 8c 5e 57 c3 b1 5b a6 06 99 91 12 4d c4 11 5f a7 68 e7 06 e4 e8 42 3a 24 06 4e bc 35 45 6b 95 50 e0 9e 33 cc 75 ec 2d 6d 94 06" Decoded by hand. ff ff 00 9e // Message number 72 cc 6b 0a f4 2c 44 71 // UUID - 16 bytes a1 bd 46 61 fb cf d8 4a 00 // isTrial - 1 byte 3f 00 // ObjectData -- Texture entry length - 63 00 00 00 00 00 00 00 00 // 8 00 00 00 00 00 00 00 00 // 16 00 00 00 00 00 00 00 00 // 24 80 3f 00 00 00 80 3f 00 // 32 00 00 00 00 00 00 00 00 // 40 00 00 00 00 00 00 00 00 // 48 00 00 00 00 00 00 00 00 // 56 00 00 00 00 00 00 00 // 63 01 00 // VisualParam 1 each of 1 byte 01 // AppearanceData 1 each 01 // AppearanceVersion 32 09 00 00 // CofVersion 00 00 00 00 // Flags 01 // AppearanceHover 1 each 00 00 00 00 00 00 00 00 e0 ce f7 3e // More stuff? 0a d4 7e fb 35 35 64 1d 07 f7 1f b4 cb af a8 b7 ca 2f e0 a9 66 b3 de 64 fe 56 48 f2 2b dd f5 30 ad d9 02 77 b5 25 3a 13 0c 28 b3 57 93 9e a2 24 33 ee 61 28 ae bc e2 f3 cb 7d 03 51 f7 83 8c e0 d0 15 f0 e8 02 99 1a 5c 50 2c 27 39 e8 d5 18 9d 38 8b aa af e1 13 c8 8a ff 4e 10 7f bb 95 30 d3 50 20 bd f1 48 fe 0f f7 9d e5 5d 5a c3 b6 ac 56 87 b3 27 f0 fe 8b 8c 0c 13 dd d4 4f 97 0a ca 93 ab 8c 5e 57 c3 b1 5b a6 06 99 91 12 4d c4 11 5f a7 68 e7 06 e4 e8 42 3a 24 06 4e bc 35 45 6b 95 50 e0 9e 33 cc 75 ec 2d 6d 94 06" It all looks valid, but with new stuff on the end. So I was thinking this was some new kind of PBR material info. Beta grid, Morris. So it might be test code.
  8. It's not permanently broken. Walking into either of those regions makes them appear.
  9. Anybody else seeing this sort of thing? Standard Firestorm, on Linux.
  10. I'm seeing AvatarAppearance UDP messages which have all the fields listed in https://github.com/secondlife/master-message-template/blob/master/message_template.msg followed by some new data, about a hundred bytes or so. This is new and only appeared recently. Is this part of PBR conversion? Am I using the correct template file? Thanks. (The C++ viewers are OK with extra stuff at the end, but it's something I log as an error as a check on my own stuff.)
  11. What the original poster asked for. It's at NTBI, just as an urban background. Vehicles are started from starting markers every few seconds. They zip down the road, and disappear at the end of their straight run. Each vehicle has a unique sound. They can push avatars, although it's not intended that anyone climb up here. NTBI also has a train. There's a train track, and, occasionally, a train goes by. A long train, far longer than a sim. Comes out of a tunnel at one end of the sim, and disappears into a tunnel at the other end. There are freight trains of different types, and, rarely, a passenger train. You might have to wait an hour for the next train. All this is probably keyframe animation, which is the most reliable way to get steady, smooth motion in SL.
  12. I just put this into the Canny-based new Second Life issue system. Not sure if that does anything. There don't even seem to be BUG numbers in there.
  13. After looking further, this doesn't seem to be timeout-related. When I try this at the region corner in Morris, I quickly get three EnableSimulator events in a row, which is correct. Then about four seconds later, after all the region handshake stuff is complete for three regions, I get only one EstablishAgentCommunication, for one of the three adjacent regions. Always the same one. All that happens within seconds of login. Polling hasn't had a chance to time out yet.
  14. I've wanted that connection too. If the coastal parcels just east of Schell weren't private out to the water edge, it would be possible now. There's an alternate route. Gateway Airport is three regions to the east, and has a Linden road connection. If you have an amphibious vehicle, drive into Gateway Airport from the Linden road. It's a maze of ramps, terminals, and parking, and, despite signs, you will probably get lost at first. After driving down some ramps, you can reach a very large freight elevator which will take you down to water level. Drive your vehicle onto the elevator, but don't turn it off. Take the elevator down. Then you can, with difficulty, drive off the elevator onto a dock and into the water. You can then go, in boat mode, to Bellessaria, and find some beach where you can grind across land to a Linden road. Both M&S Automotive in Neumogen, and Larson Logistics, have suitable amphibious vehicles.
  15. A bit more info. This has nothing to do with region corners. I've been trying along the edges of the Morris regions on the beta grid, out of draw range for the corners. I consistently get that one minute delay in Sharpview. For several fails, I've seen the following pattern from the event poller: Event EnableSimulator comes in successfully. My viewer starts the process of connecting to the region, and all the UDP stuff with region handshaking, etc. goes fine. The event poller in the viewer polls again, with a 90 second timeout. Exactly 30 seconds later, the event poller returns a transport error, "Connection aborted / Unexpected EOF". The viewer side polls again. Exactly 30 seconds after that, the event poller returns a 500 Internal Server Error status. The viewer side polls again. 2 seconds after that, a valid, but duplicate, EnableSimulator event comes in via the event poller. The viewer side polls again. One second after that, a valid EstablishAgentCommunication event comes in, providing the needed seed capability, and the viewer proceeds to request and get caps, after which the region goes live in the viewer. Success, one minute late. This now looks like an event poller bug. I'm probably seeing it because I have a totally different HTTP client than the C++ viewers do. Henri Beauchamp has reported shorter delays (see above) and strange delays of regions not appearing when expected are not unknown in other viewers. It's probably not just me. Monty Linden has looked at that poll reply code with suspicion. I think we're getting close. That 500 Internal Server Error is very suspicious. Who generates that? Apache? The sim itself?
  16. Now that's a thought. Ban line enforcement is done by the sim servers, but ban line visibility is under the control of the viewer. It comes from the same parcel info the mini-map uses. Ban lines could be shown based on time to impact. If you're within a few seconds of hitting a ban line, show the ban line. That allows time for evasive action. An elegant solution would be to not show ban lines if there's a visible obstacle closer than the ban line. So if you neighbor has a fence, hedge, or wall, you'd never see their ban line unless you're flying.
  17. http://maps.secondlife.com/secondlife/Port Babbage/161/180/106 All the girls are working hard. The boss is watching. This is a Victorian-era match factory in New Babbage. The workers are girls who organized a union because the phosphorous matches were poisonous. It's a famous event in labor history. Go visit. There's a lot going on.
  18. Here's a video of what this is all about. This is another Sharpview test run. https://video.hardlimit.com/w/77eo95FLSQF6waGuCtfPjV It's just driving around, and watching the one minute delay for regions to come live. It's sometimes possible to skip the delay by crossing to an adjacent region. The current goal is to keep the nearest four regions live at reasonably high detail. So draw distance is 120 meters. I still can't figure out why this delay happens. It's really frustrating. Logs tell me that an EstablishAgentCommunication message comes in one minute late. Henri Beauchamp only sees a 10 second delay. With Open Simulator, there's no delay. Very puzzled. (There's much test code running here. This isn't anywhere near final. There's no camera motion filtering yet, so it's a rough, but realistic, ride. Motion interpolation is still very dumb. That's so the cosmetic algorithms don't hide underlying bugs. Content loading priority policy doesn't pay attention to which way you're looking or how fast you're going yet.) The large amounts of empty land are not a bug. That's the Kama City land market.
  19. I can't find a signal bridge there, but the Virtual Railway Consortium has a freebie collection at Tuliptree/121/172. That has many signal parts. There's also an SLRR parts box of mole-created parts in the Mole Mart at Leafminer/195/151. Most of this stuff is from 2010 or so and has rather high land impact. Don't know where to get the Bellessaria signal bridge.
  20. I keep my avi at 5 minutes to "Away" and slumped. If my avatar goes to "Away", I feel I should either be sitting, or logging out. Or at least on my own property, not in public. I feel it's rude to be "Away" in a public place.
  21. SL does tend to look dead, even when avatars are around. I'd like to have a bit for IMing, like the one for typing, available to avatar scripts. Then, when you're IMing, the AO could pull out a cell phone. There are animations for that, but they're triggered by local typing, too, which looks wrong. Reliable indication of avatar status would be nice. If the avatar gets no user inputs for a while, show the "AWAY" indicator. Perhaps Region Tracker and the map should be aware of AWAY state. Places which don't want avatars just standing around AFK could put in an experience which seats them on some out of the way seating. I have a demo of that at the little park bench behind my workshop in Vallone. Stand close to it for 30 seconds without doing anything and you will be seated on the bench. There's a sign nearby to explain this.
  22. But new users are warned not to accept teleports from strangers.
  23. Check your outfits Wearing list for unexpected items. It may be attached to your avatar. Can you find it with Area Search in Firestorm? When you find it, get a screen shot of it in the Edit menu to show the creator and previous owner, and report it to LL as a griefing object.
  24. A normal map is a set of vectors, stored as XYZ values in RGB color format. All the vectors are supposed to have unit length. If you have light and dark areas in the normal map, your normal map is broken. All the cells should have roughly the same intensity.
×
×
  • Create New...