Re: [opensource-dev] What is "Shining"

2010-09-16 Thread Tofu Linden
It's the name of one of LL's dev teams.

Ponzu wrote:
> i see this in Jira.  What is it?
> 
> lee
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Re: [opensource-dev] What is "Shining"

2010-09-16 Thread Lance Corrimal
Am Donnerstag 16 September 2010 schrieb Tofu Linden:
> It's the name of one of LL's dev teams.

it's also the title of a movie and a book... very simplified it's the 
story of a guy who starts to hear voices and turns mad-axe-murderer on 
his family.

I seriously hope the naming similarity is a coincidence.

SCNR,
LC

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[opensource-dev] User Story: Improved Cache

2010-09-16 Thread Daniel
  As a user I would like to see an improved cache in order to have a 
better Second Life experience.  The types
of improvements that would lead to a better experience include:

* A higher cache size limit.  This would let me save more data and speed 
up rez times, and also put less
load on the server side, since it would not have to refresh discarded 
data as often.  Modern hard drives
are much much larger than the current 1 GB limit, and I should be able 
to allocate more storage to
my Second Life data if it improves performance.

* Ability to set certain locations as "home" or "favorites", and to 
never discard or preferentially keep those
locations in cache.  Places I know I will visit often should not be 
discarded just because I happen to visit
several other locations in the course of a session.

* More reliability in cache storage, leading to less often need to 
delete cache to fix a problem caused by
cache corruption.  A low level inventory verification (meaning it does 
not take a large percentage of viewer
resources) to ensure it matches the asset database is an example, but 
technical implementation I will leave
to programmers.  The desired result is less frequent issues like 
apparent inventory loss, which upsets users
and leads to support tickets.
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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread Kelly Linden
Strictly speaking I think you have the stories and tasks reversed here.

As a user I'd like to be able to use a greater portion of my available disk
to improve the SL experience.
* Task: Improve the cache system to allow larger caches

As a user I'd like the places I visit most often, like my 'home' and
favorites, to load more quickly
* Task: Improve the cache system to not discard data for my home (at least
not for a while)
* Task: Improve the cache system to not discard data for my 'favorites'
places (at least not for a while)

As a user I'd like to never have to clear the cache to fix a bug
* Task: Implement a quick and efficient inventory verification to find
inventory cache discrepancies.
* Task: (Are there other common bugs that require a cache clear to fix?)

Improving the cache system is a task (actually multiple tasks) used to
accomplish the three experience stories you have. Stories should generally
be about the end experience, not the underlying system or how the
experiences will be fixed. Yes, that is a rough guide, especially for many
stories where the actor is 'a developer', but it helps still. :)

That said these are great ideas, and should definitely be on a backlog
somewhere if they aren't. I know we have discussed all of them at one point
or another.

 - Kelly

On Thu, Sep 16, 2010 at 9:44 AM, Daniel  wrote:

>  As a user I would like to see an improved cache in order to have a
> better Second Life experience.  The types
> of improvements that would lead to a better experience include:
>
> * A higher cache size limit.  This would let me save more data and speed
> up rez times, and also put less
> load on the server side, since it would not have to refresh discarded
> data as often.  Modern hard drives
> are much much larger than the current 1 GB limit, and I should be able
> to allocate more storage to
> my Second Life data if it improves performance.
>
> * Ability to set certain locations as "home" or "favorites", and to
> never discard or preferentially keep those
> locations in cache.  Places I know I will visit often should not be
> discarded just because I happen to visit
> several other locations in the course of a session.
>
> * More reliability in cache storage, leading to less often need to
> delete cache to fix a problem caused by
> cache corruption.  A low level inventory verification (meaning it does
> not take a large percentage of viewer
> resources) to ensure it matches the asset database is an example, but
> technical implementation I will leave
> to programmers.  The desired result is less frequent issues like
> apparent inventory loss, which upsets users
> and leads to support tickets.
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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread Joel Foner
I propose a slight modification...

As a user, I want to be able to choose some number of places that load more
quickly, and am willing to trade some disk space to make this happen. This
list of places may, or may not, be based on visit frequency, favorites or
personal selection. (I may want a particular place to load quickly even
though I do not visit  it frequently or  do not want to list it in
favorites.)

Joel

On Sep 16, 2010 12:58 PM, "Kelly Linden"  wrote:

Strictly speaking I think you have the stories and tasks reversed here.

As a user I'd like to be able to use a greater portion of my available disk
to improve the SL experience.
* Task: Improve the cache system to allow larger caches

As a user I'd like the places I visit most often, like my 'home' and
favorites, to load more quickly
* Task: Improve the cache system to not discard data for my home (at least
not for a while)
* Task: Improve the cache system to not discard data for my 'favorites'
places (at least not for a while)

As a user I'd like to never have to clear the cache to fix a bug
* Task: Implement a quick and efficient inventory verification to find
inventory cache discrepancies.
* Task: (Are there other common bugs that require a cache clear to fix?)

Improving the cache system is a task (actually multiple tasks) used to
accomplish the three experience stories you have. Stories should generally
be about the end experience, not the underlying system or how the
experiences will be fixed. Yes, that is a rough guide, especially for many
stories where the actor is 'a developer', but it helps still. :)

That said these are great ideas, and should definitely be on a backlog
somewhere if they aren't. I know we have discussed all of them at one point
or another.

 - Kelly



On Thu, Sep 16, 2010 at 9:44 AM, Daniel  wrote:
>
>  As a user I would ...

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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread Daniel Smith
On Thu, Sep 16, 2010 at 9:44 AM, Daniel  wrote:

>  As a user I would like to see an improved cache in order to have a
> better Second Life experience.  The types
> of improvements that would lead to a better experience include:
>
> * A higher cache size limit.  This would let me save more data and speed
> up rez times, and also put less
> load on the server side, since it would not have to refresh discarded
> data as often.  Modern hard drives
> are much much larger than the current 1 GB limit, and I should be able
> to allocate more storage to
> my Second Life data if it improves performance.
>
>
Greetings Daniel from Daniel --

It would be good to know from the Lindens as to the negative effect from
having a cache size that is too big.  I know that there are some diminishing
returns with web browsers - they can get to the point where, if the cache is
too big, they spend more time tracking down the item than it would take to
just go fetch a fresh one.  One of the crucial things would be:  what is in
main memory, relating to on-disk cache?  A side effect would be.. the app
size in memory gets to the point where the OS starts swapping other things
out

It's all a balance ;)  Would be good to see the Linden guidance on this.

Daniel


-- 
Daniel Smith - Sonoma County, California
http://daniel.org/resume
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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread Monty Brandenberg
On 9/16/2010 1:17 PM, Daniel Smith wrote:

> Greetings Daniel from Daniel --
>
> It would be good to know from the Lindens as to the negative effect from
> having a cache size that is too big.

A few quick points:

   -  There isn't a single cache.  There are actually multiple
  persistent and somewhat independent systems in the viewer.

   -  The cache controlled by the UI is known to be unsafe beyond
  31 bits at the present.  So, 2GB and no more.  Whether *that's*
  a good idea on any particular host is an open question.

This is why Kelly's and Joel's suggestions are spot on:  user stories
define the desired result then the engineers design the system to
achieve those results and create the tasks that make that happen.

m

-- 
Monty Brandenberg 617.401.2384
mo...@lindenlab.com
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[opensource-dev] Stability in Recent Dev Builds (and crash dumps?)

2010-09-16 Thread Bunny Halberd
Good Afternoon!

I have gotten into the habit of grabbing whatever is the most recent
dev build each day when I get ready to log in and using it for as long
as I can. (I like finding bugs!)

There's been a recent stability issue that's been introduced in the
last two weeks or so (maybe longer, I'm not sure). It seems to be in
the texture pipeline, or in the texture loading pipeline.

Every now and then (but it happened to me twice last night before I
gave up and went back to 2.1.1) when someone new comes in SL crashes
and goes directly to the crash logger. It's not just me - I have a
friend that also grabs the latest dev build and we both tend to crash
at exactly the same time when this happens. It's like clockwork, we'll
both poof at the same time.

I keep submitting crash dumps via the crash logger in hopes to help
track this down, but I haven't seen any recent merges or discussion
here of stability issues of this type.

So, I have two questions - 1.) are crash dumps working correctly on
the dev builds, and how can someone that doesn't have the desire to
compile her own viewer (but doesn't mind help testing and digging into
things) track something like this down?

- Bunny
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Re: [opensource-dev] Stability in Recent Dev Builds (and crash dumps?)

2010-09-16 Thread Tillie Ariantho
On 16.09.2010 20:22, Bunny Halberd wrote:

> So, I have two questions - 1.) are crash dumps working correctly on
> the dev builds,

I crash 2 or 3 times a day too with the dev builds and only on rare occasions a 
.dmp file with >0 bytes is written.
The crashes seem to be somewhat random, apparently more often when people are 
around or arrive.

I got one crash though that produced a dump file.

Log looks like this:

2010-09-02T21:46:50Z INFO: LLVOAvatar::processAvatarAppearance: 
AvatarAppearance msg received without any parameters, object: 
fd56cc9b-0dcd-4fdb-8ca7-0e186524d064
2010-09-02T21:46:50Z INFO: LLVOAvatar::processAvatarAppearance: That's okay, we 
already have a non-default shape for object: 
fd56cc9b-0dcd-4fdb-8ca7-0e186524d064
2010-09-02T21:46:52Z WARNING: LLSysWellWindow::removeItemByID: Unable to remove 
notification from the list, ID: 5e2c7343-57ce-b9e8-8699-d7cc9b1b10ad
2010-09-02T21:46:52Z INFO: LLFloater::closeFloater: Closing floater toast
2010-09-02T21:46:53Z INFO: LLAppViewer::idle: Kills on unknown objects: 3
2010-09-02T21:46:55Z INFO: LLAssetStorage::getAssetData: ASSET_TRACE requesting 
276e8dce-3a46-edc5-fe2e-e62b96197131 type animatn
2010-09-02T21:46:55Z INFO: LLAssetStorage::getAssetData: ASSET_TRACE asset 
276e8dce-3a46-edc5-fe2e-e62b96197131 found in VFS
2010-09-02T21:46:58Z INFO: display_stats: FPS: 49.90
2010-09-02T21:47:01Z INFO: LLAssetStorage::getAssetData: ASSET_TRACE requesting 
1d1bbc86-4c42-9fcb-5514-0c55da61fcc4 type animatn
2010-09-02T21:47:01Z INFO: LLAssetStorage::getAssetData: ASSET_TRACE asset 
1d1bbc86-4c42-9fcb-5514-0c55da61fcc4 found in VFS
2010-09-02T21:47:07Z INFO: display_stats: FPS: 49.10
2010-09-02T21:47:12Z INFO: display_stats: MEMORY: 1192 MB
2010-09-02T21:47:14Z INFO: windows_post_minidump_callback: generated minidump: 
ba07ec5c-aebc-433a-a507-716f8c0faa21.dmp
2010-09-02T21:47:14Z INFO: windows_post_minidump_callback: Entering Windows 
Exception Handler...
2010-09-02T21:47:14Z INFO: LLAppViewer::handleViewerCrash: Handle viewer crash 
entry.
2010-09-02T21:47:14Z INFO: LLAppViewer::handleViewerCrash: Last render pool 
type: 14
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print:  * PRINT 
OUT LL CALL STACKS *
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print: LLPipeline::postSort 
line: 2774
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print: LLPipeline::postSort 
line: 2744
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print: LLPipeline::postSort 
line: 2696
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print: LLPipeline::postSort 
line: 2594
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print: LLPipeline::postSort 
line: 2574
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print: LLPipeline::postSort 
line: 2563
2010-09-02T21:47:14Z INFO: LLError::LLCallStacks::print:  *** END 
OF LL CALL STACKS ***

If someone wants the dump file (Snowstorm build #208921 for that crash)...

I think it didnt send out the crash data. The crashes with 0 byte dumps dont do 
send anything ever.

Tillie
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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Ann Otoole
What is this "Product Engine" I see references to (made apparently by team 
shining) in the Scrum summaries?



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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Yoz Grahame
On 16 September 2010 13:04, Ann Otoole  wrote:

> What is this "Product Engine" I see references to (made apparently by team
> shining) in the Scrum summaries?
>

They're an external contract team doing engineering and QA work for us.

-- Yoz
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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Ann Otoole
But the question is what is the "Product Engine"? (I've seen the pics of those 
kids over there doing the work. They look like they like to have fun.)






From: Yoz Grahame 
To: Ann Otoole 
Cc: opensource-dev@lists.secondlife.com
Sent: Thu, September 16, 2010 4:07:14 PM
Subject: Re: [opensource-dev] Snowstorm - Product Engine?



On 16 September 2010 13:04, Ann Otoole  wrote:

What is this "Product Engine" I see references to (made apparently by team 
shining) in the Scrum summaries?

They're an external contract team doing engineering and QA work for us.

-- Yoz


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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Zai Lynch
I don't know if I understand the question... So I'm not sure if
http://www.productengine.com/ answers it. Does it?

On Thu, Sep 16, 2010 at 10:25 PM, Ann Otoole wrote:

> But the question is what is the "Product Engine"? (I've seen the pics of
> those kids over there doing the work. They look like they like to have fun.)
>
>
> --
> *From:* Yoz Grahame 
> *To:* Ann Otoole 
> *Cc:* opensource-dev@lists.secondlife.com
> *Sent:* Thu, September 16, 2010 4:07:14 PM
> *Subject:* Re: [opensource-dev] Snowstorm - Product Engine?
>
>
> On 16 September 2010 13:04, Ann Otoole  wrote:
>
>> What is this "Product Engine" I see references to (made apparently by team
>> shining) in the Scrum summaries?
>>
>
> They're an external contract team doing engineering and QA work for us.
>
> -- Yoz
>
>
>
>
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@ZaiLynch 
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[opensource-dev] Landmarks on login?

2010-09-16 Thread Brandon Husbands
viewer 2, Why ohh why on log in is it grabbing all landmarks then getting
region handles for them?

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Re: [opensource-dev] Landmarks on login?

2010-09-16 Thread Kent Quirk (Q Linden)
Have you got a JIRA, or better yet, a pointer to the code in question? Sounds 
like it's worth investigating.

Q

On Sep 16, 2010, at 5:51 PM, Brandon Husbands wrote:

> 
> viewer 2, Why ohh why on log in is it grabbing all landmarks then getting 
> region handles for them?
> 
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Re: [opensource-dev] Landmarks on login?

2010-09-16 Thread Brandon Husbands
Requesting region handles etc...

llLandmark.cpp
line 164

void LLLandmark::registerCallbacks(LLMessageSystem* msg)
{
msg->setHandlerFunc("RegionIDAndHandleReply",
&processRegionIDAndHandle);
}

called from
llstartup.cpp
line 1649
LLLandmark::registerCallbacks(msg);


Call Stack When it starts fetching

 secondlife-bin.exe!LLAssetStorage::getAssetData(LLUUID uuid={...},
LLAssetType::EType type=AT_LANDMARK, void (LLVFS *, const LLUUID &,
LLAssetType::EType, void *, int, int)* callback=0x004341ee, void *
user_data=0x, int is_priority=0x)  Line 472 + 0xb2 bytes
C++
 secondlife-bin.exe!LLLandmarkList::getAsset(const LLUUID &
asset_uuid={...}, boost::function cb={...})
Line 92C++

secondlife-bin.exe!LLFirstAgentParcelLandmark::operator()(LLInventoryCategory
* cat=0x, LLInventoryItem * item=0x134fc288)  Line 148 + 0x3e
bytesC++
 secondlife-bin.exe!LLInventoryModel::collectDescendentsIf(const LLUUID
& id={...}, LLDynamicArray,32> &
cats={...}, LLDynamicArray,32> &
items={...}, int include_trash=0x, LLInventoryCollectFunctor &
add={...}, int follow_folder_links=0x)  Line 532 + 0x13 bytesC++

secondlife-bin.exe!fetch_landmarks(LLDynamicArray,32>
& cats={...}, LLDynamicArray,32> &
items={...}, LLInventoryCollectFunctor & add={...})  Line 179C++
 secondlife-bin.exe!LLLandmarkActions::hasParcelLandmark()  Line 203 +
0x11 bytesC++
 secondlife-bin.exe!LLLocationInputCtrl::updateAddLandmarkButton()  Line
989 + 0x5 bytesC++
 secondlife-bin.exe!LLRemoveLandmarkObserver::changed(unsigned int
mask=0x)  Line 145C++

secondlife-bin.exe!LLInventoryModel::notifyObservers(std::basic_string,std::allocator
> service_name="")  Line 1088C++
 secondlife-bin.exe!LLInventoryModel::buildParentChildMap()  Line
1969C++
 secondlife-bin.exe!idle_startup()  Line 1639C++
 secondlife-bin.exe!LLAppViewer::idle()  Line 3549 + 0x5 bytesC++
 secondlife-bin.exe!LLAppViewer::mainLoop()  Line 1067C++
 secondlife-bin.exe!WinMain(HINSTANCE__ * hInstance=0x0040,
HINSTANCE__ * hPrevInstance=0x, char * lpCmdLine=0x001d7734, int
nCmdShow=0x0001)  Line 178C++
 secondlife-bin.exe!__tmainCRTStartup()  Line 589 + 0x1d bytesC


On Thu, Sep 16, 2010 at 5:06 PM, Kent Quirk (Q Linden) 
wrote:

> Have you got a JIRA, or better yet, a pointer to the code in question?
> Sounds like it's worth investigating.
>
>Q
>
> On Sep 16, 2010, at 5:51 PM, Brandon Husbands wrote:
>
> >
> > viewer 2, Why ohh why on log in is it grabbing all landmarks then getting
> region handles for them?
> >
> > --
> >
> ---
> > This email is a private and confidential communication. Any use of email
> may be subject to the laws and regulations of the United States. You may not
> Repost, Distribute nor reproduce any content of this message.
> >
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Re: [opensource-dev] Landmarks on login?

2010-09-16 Thread Brandon Husbands
heres the magic

landmark.cpp
line 170 starts

void LLLandmark::requestRegionHandle(
LLMessageSystem* msg,
const LLHost& upstream_host,
const LLUUID& region_id,
region_handle_callback_t callback)
{
if(region_id.isNull())
{
// don't bother with checking - it's 0.
lldebugs << "requestRegionHandle: null" << llendl;
if(callback)
{
const U64 U64_ZERO = 0;
callback(region_id, U64_ZERO);
}
}
else
{
if(region_id == mLocalRegion.first)
{
lldebugs << "requestRegionHandle: local" << llendl;
if(callback)
{
callback(region_id, mLocalRegion.second);
}
}
else
{
region_map_t::iterator it = mRegions.find(region_id);
if(it == mRegions.end())
{
lldebugs << "requestRegionHandle: upstream" << llendl;
if(callback)
{
region_callback_map_t::value_type vt(region_id,
callback);
sRegionCallbackMap.insert(vt);
}
lldebugs << "Landmark requesting information about: "
 << region_id << llendl;
msg->newMessage("RegionHandleRequest");
msg->nextBlock("RequestBlock");
msg->addUUID("RegionID", region_id);
msg->sendReliable(upstream_host);
}
else if(callback)
{
// we have the answer locally - just call the callack.
lldebugs << "requestRegionHandle: ready" << llendl;
callback(region_id, (*it).second.mRegionHandle);
}
}
}

// As good a place as any to expire old entries.
expireOldEntries();
}

On Thu, Sep 16, 2010 at 5:06 PM, Kent Quirk (Q Linden) 
wrote:

> Have you got a JIRA, or better yet, a pointer to the code in question?
> Sounds like it's worth investigating.
>
>Q
>
> On Sep 16, 2010, at 5:51 PM, Brandon Husbands wrote:
>
> >
> > viewer 2, Why ohh why on log in is it grabbing all landmarks then getting
> region handles for them?
> >
> > --
> >
> ---
> > This email is a private and confidential communication. Any use of email
> may be subject to the laws and regulations of the United States. You may not
> Repost, Distribute nor reproduce any content of this message.
> >
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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread Dale Mahalko
I just don't have the motivation for it myself, but I would really
like it if a 3rd party developer would gut out LL's texture cache and
eliminate the VFS, and replace them with a simple disk cache that
writes all assets in raw format, with files named by UUID on disk.

* Decode all JPEG2000's once, to all levels of mipmap scale, and write
the raw RGB mipmaps to disk as individual files (UUID+mipscale.bmp),
discarding the source JP2's.

* Decode all OGGs to WAV once, and write the raw WAV to disk,
discarding the OGGs.

* Oh, and don't ever delete any assets until your dedicated 2 terabyte
cache drive is 99.99% full.

* Let the local operating system deal with the file caching. If you
have 4+ gig of system memory, let the OS manage it for caching
frequently accessed world data.

This cache would much simpler than the layered mess of caches
currently used, and it would give a speed boost over the constant JP2
to RGB mipmap decoding and discarding that is in place now. Decode
once and don't ever do it again.

,

But I know it is just a dream. LL will never let it happen since it
will lay bare the data contents of every prim, texture, and object in
the virtual world, rather than obfuscating asset storage within the
current VFS / JP2 method.

This viewer would get blacklisted before it ever got out the door.

- Dale Mahalko / Scalar Tardis
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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread JB Hancroft
>  This viewer would get blacklisted before it ever got out the door.

Because... it would be non-compliant in some way?

On Thu, Sep 16, 2010 at 7:36 PM, Dale Mahalko  wrote:

> I just don't have the motivation for it myself, but I would really
> like it if a 3rd party developer would gut out LL's texture cache and
> eliminate the VFS, and replace them with a simple disk cache that
> writes all assets in raw format, with files named by UUID on disk.
>
> * Decode all JPEG2000's once, to all levels of mipmap scale, and write
> the raw RGB mipmaps to disk as individual files (UUID+mipscale.bmp),
> discarding the source JP2's.
>
> * Decode all OGGs to WAV once, and write the raw WAV to disk,
> discarding the OGGs.
>
> * Oh, and don't ever delete any assets until your dedicated 2 terabyte
> cache drive is 99.99% full.
>
> * Let the local operating system deal with the file caching. If you
> have 4+ gig of system memory, let the OS manage it for caching
> frequently accessed world data.
>
> This cache would much simpler than the layered mess of caches
> currently used, and it would give a speed boost over the constant JP2
> to RGB mipmap decoding and discarding that is in place now. Decode
> once and don't ever do it again.
>
> ,
>
> But I know it is just a dream. LL will never let it happen since it
> will lay bare the data contents of every prim, texture, and object in
> the virtual world, rather than obfuscating asset storage within the
> current VFS / JP2 method.
>
> This viewer would get blacklisted before it ever got out the door.
>
> - Dale Mahalko / Scalar Tardis
> ___
> Policies and (un)subscribe information available here:
> http://wiki.secondlife.com/wiki/OpenSource-Dev
> Please read the policies before posting to keep unmoderated posting
> privileges
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[opensource-dev] Possible Voice morphing Caused random Crash. VWR-23066

2010-09-16 Thread Brandon Husbands
http://jira.secondlife.com/browse/VWR-23066

Was odd just sitting here reading mail in debug and boom crash!

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Re: [opensource-dev] User Story: Improved Cache

2010-09-16 Thread Brandon Husbands
You could technically watermark the images and have the display code just
remove that mark.
If it cant find the mark its considered corrupt.

On Thu, Sep 16, 2010 at 6:45 PM, JB Hancroft  wrote:

> >  This viewer would get blacklisted before it ever got out the door.
>
> Because... it would be non-compliant in some way?
>
>
> On Thu, Sep 16, 2010 at 7:36 PM, Dale Mahalko  wrote:
>
>> I just don't have the motivation for it myself, but I would really
>> like it if a 3rd party developer would gut out LL's texture cache and
>> eliminate the VFS, and replace them with a simple disk cache that
>> writes all assets in raw format, with files named by UUID on disk.
>>
>> * Decode all JPEG2000's once, to all levels of mipmap scale, and write
>> the raw RGB mipmaps to disk as individual files (UUID+mipscale.bmp),
>> discarding the source JP2's.
>>
>> * Decode all OGGs to WAV once, and write the raw WAV to disk,
>> discarding the OGGs.
>>
>> * Oh, and don't ever delete any assets until your dedicated 2 terabyte
>> cache drive is 99.99% full.
>>
>> * Let the local operating system deal with the file caching. If you
>> have 4+ gig of system memory, let the OS manage it for caching
>> frequently accessed world data.
>>
>> This cache would much simpler than the layered mess of caches
>> currently used, and it would give a speed boost over the constant JP2
>> to RGB mipmap decoding and discarding that is in place now. Decode
>> once and don't ever do it again.
>>
>> ,
>>
>> But I know it is just a dream. LL will never let it happen since it
>> will lay bare the data contents of every prim, texture, and object in
>> the virtual world, rather than obfuscating asset storage within the
>> current VFS / JP2 method.
>>
>> This viewer would get blacklisted before it ever got out the door.
>>
>> - Dale Mahalko / Scalar Tardis
>> ___
>> Policies and (un)subscribe information available here:
>> http://wiki.secondlife.com/wiki/OpenSource-Dev
>> Please read the policies before posting to keep unmoderated posting
>> privileges
>>
>
>
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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Anya Kanevsky
Ann,
I'm the SF-based Project Manager for Product Engine.  We're a contractor
working with LL for almost 2 years now, mostly doing Viewer and QA work.
Currently, our development team is a part of Snowstorm. I'll be happy to
answer (almost) any questions you might have about us...

Best,

Anya

P.S. Not sure about which pictures of what kids you're referring to ...

2010/9/16 Ann Otoole 

> But the question is what is the "Product Engine"? (I've seen the pics of
> those kids over there doing the work. They look like they like to have fun.)
>
>
> --
> *From:* Yoz Grahame 
> *To:* Ann Otoole 
> *Cc:* opensource-dev@lists.secondlife.com
> *Sent:* Thu, September 16, 2010 4:07:14 PM
> *Subject:* Re: [opensource-dev] Snowstorm - Product Engine?
>
>
> On 16 September 2010 13:04, Ann Otoole  wrote:
>
>> What is this "Product Engine" I see references to (made apparently by team
>> shining) in the Scrum summaries?
>>
>
> They're an external contract team doing engineering and QA work for us.
>
> -- Yoz
>
>
>
>
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Re: [opensource-dev] Snowstorm - Product Engine?

2010-09-16 Thread Brandon Husbands
Who made the choice on the side bar lol, You do know mozilla has a
sidebar and book mark  side bars etc... None uses that also.

On Fri, Sep 17, 2010 at 12:32 AM, Anya Kanevsky  wrote:

> Ann,
> I'm the SF-based Project Manager for Product Engine.  We're a contractor
> working with LL for almost 2 years now, mostly doing Viewer and QA work.
> Currently, our development team is a part of Snowstorm. I'll be happy to
> answer (almost) any questions you might have about us...
>
> Best,
>
> Anya
>
> P.S. Not sure about which pictures of what kids you're referring to ...
>
> 2010/9/16 Ann Otoole 
>
>> But the question is what is the "Product Engine"? (I've seen the pics of
>> those kids over there doing the work. They look like they like to have fun.)
>>
>>
>> --
>> *From:* Yoz Grahame 
>> *To:* Ann Otoole 
>> *Cc:* opensource-dev@lists.secondlife.com
>> *Sent:* Thu, September 16, 2010 4:07:14 PM
>> *Subject:* Re: [opensource-dev] Snowstorm - Product Engine?
>>
>>
>> On 16 September 2010 13:04, Ann Otoole  wrote:
>>
>>> What is this "Product Engine" I see references to (made apparently by
>>> team shining) in the Scrum summaries?
>>>
>>
>> They're an external contract team doing engineering and QA work for us.
>>
>> -- Yoz
>>
>>
>>
>>
>> ___
>> Policies and (un)subscribe information available here:
>> http://wiki.secondlife.com/wiki/OpenSource-Dev
>> Please read the policies before posting to keep unmoderated posting
>> privileges
>>
>
>
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