Re: [opensource-dev] Option to send notices to email even when online

2010-09-19 Thread Frans
I think a rephrased jira might be in place, I don't care if it goes to email
or some other solution is made.

*As a user I would like to have easier, more robust, access to all group
notices of the groups I'm in.
*Solutions:
1) have a option to always send them to email, even when online. (easiest)

2) provide a menu in the viewer that lists all the notices from all my
groups, being able to sort them by group, date/time or notice creator.
(better user experience)

This reminds me of something else I would like

*As a user I would like the group notices that are send to my email to
contain all Information that it does in the client.*

Right now the avatar sending the message is not included in the email, and
when there is a attachment it just says there is a attachment.

I would like to see the avatar name be included, and the attachments.
If the attachment is:

   - a landmark, it could be converted to a slurl, or map. url.
   - a image, include the full image, or if that is a permission problem,
   use the search version of the image/texture, like this:
   http://secondlife.com/app/image/7d9c36d7-dd00-5ee7-eed6-3249d2c693a5/1
   - a notecard, include the text, surls and images.
   - If it is a object, sound, animation, something else, say what kind of
   asset it is and it's name.


-Frans

On Sat, Sep 18, 2010 at 1:25 PM, Boroondas Gupte  wrote:

>  On 09/18/2010 07:42 AM, Marc Adored wrote:
>
> I wasn't sure if this is the right place to post this but on 
> thehttps://lists.secondlife.com/cgi-bin/mailman/listinfo page it says
> sldev has been moved here
>
>  Yes, the list was moved quite some time ago. The old name was the same as
> that of a much older but unrelated inworld group, so this step was taken to
> avoid confusion between the two programs.
>
>
>  I posted a jira for this option because I couldn't find an existing
> jira and just wanted to get the word out about it and see others
> opinions on it. I know there are other people who at one point and
> time needed a past notice to review past events to make better
> decisions on current events and didn't have in in their email because
> they where online when the notice was sent out. Specially in large
> groups with lots of RP action and disciplinary notices.
>
> The jira is at:http://jira.secondlife.com/browse/SVC-6330
>
>  I think I've seen a jira issue about the same topic some time ago, but
> can't seem to find it again. However I found 
> SVC-4547which is similar, but 
> about IMs (not group notices) and also mentions "IM to
> email when Busy", which would be very useful for some, too.
>
> To allow maximum flexibility with minimum UI clutter, one could replace the
> current checkboxes for these settings with drop down lists:
>
> Send incoming personal IMs to email: Always When offline or busy When
> offline Never
> Send group notices to email: Always When offline or busy When offline
> Never
>
> (For those receiving this mail as text-only: The options in both the drop
> downs are: "Always", "When offline or busy", "When offline" and "Never".)
> What server side changes would be needed for those options to work, I don't
> know.
>
> Cheers,
> Boroondas
>
>
> ___
> 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
>



-- 
Jeroen Frans
Virtual World Technology Specialist @ http://VesuviusGroup.com
Second Life: Frans Charming
blog about SL @ http://secondslog.blogspot.com
___
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

Re: [opensource-dev] May I ask the reasoning of something?

2010-09-19 Thread Erin Mallory



 I really thought there had been others.  I think i might have even created one 
at one point, but i could not find it.  so i made a new one: 
http://jira.secondlife.com/browse/VWR-23098

> Date: Sat, 18 Sep 2010 23:26:27 -0700
> Subject: Re: [opensource-dev] May I ask the reasoning of something?
> From: stick...@gmail.com
> To: angel_of_crim...@hotmail.com
> CC: opensource-dev@lists.secondlife.com
> 
> On Sat, Sep 18, 2010 at 10:23 PM, Erin Mallory
>  wrote:
> > May I ask what the reasoning of the design of the notifications of the okay
> > button of a notification being in the same spot as the decline button of
> > another notification that will pop up in front of the first? Especially
> > since declined items no longer go to trash?  I have lost $1000's of L$
> > because of that and its getting OLD.
> 
> I don't use 2.x very much, but I remember having this problem.
> 
> I see no Jira on this issue. But I may not be searching very well.
> 
> If you make a Jira, and I'd happily give it a vote. I believe this
> could be a disastrous problem and cause grief for vendors, especially
> those of nocopy products. I'm surprised it hasn't been brought to
> attention earlier.
> 
> Stickman
  ___
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

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

2010-09-19 Thread Argent Stonecutter
On 2010-09-18, at 20:57, Altair Sythos Memo wrote:
> On Sat, 18 Sep 2010 20:53:21 -0500
> Argent Stonecutter  wrote:
>> On 2010-09-17, at 12:51, Altair Sythos Memo wrote:
>>> There aren't tools to assure to an agent him cached texture is still
>>> one cached the teleport before...

>> Not needed. Textures are static. UUIDs are never re-used.

> prims change... you're assuming nobody modify the whole sim...

If they change the texture on a prim, the new texture will have a new UUID, so 
it will be a cache miss.

___
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


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

2010-09-19 Thread Tateru Nino


On 20/09/2010 12:17 AM, Argent Stonecutter wrote:
> On 2010-09-18, at 20:57, Altair Sythos Memo wrote:
>> On Sat, 18 Sep 2010 20:53:21 -0500
>> Argent Stonecutter  wrote:
>>> On 2010-09-17, at 12:51, Altair Sythos Memo wrote:
 There aren't tools to assure to an agent him cached texture is still
 one cached the teleport before...
>>> Not needed. Textures are static. UUIDs are never re-used.
>> prims change... you're assuming nobody modify the whole sim...
> If they change the texture on a prim, the new texture will have a new UUID, 
> so it will be a cache miss.
>
I believe he was referring to the fact that a UUID does not always refer 
to the same inworld object. There are instances where an object UUID 
will be used more than once.

-- 
Tateru Nino
http://dwellonit.taterunino.net/

___
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


[opensource-dev] Question about the Too Many Open Files problem

2010-09-19 Thread Ponzu
I have been pursuing this for awhile.  I am wondering if I am the only one
experiencing it? Could others with the same problem let me know so that I
don't feel so lonely 8-)

Problem:

   - On Mac, open Console and then open the system.log.
   - Open Viewer2 Dev (any version since Beta).  Viewer2 Release does not
   show this problem for me.
   - Go to some area where there are a lot of textures (e.g. not a barren
   wasteland like Brilliant).  After a few minutes, the viewer freezes (the
   mouse pointer becomes the spinner) and errors start appearing in syslog.log
   about Too Many Files.


You can also open a Terminal window and use lsof to see the open files.

$ lsof -c Second

or you can count them with

$ lsof -c Second | wc -l

Whenever I get to 235 UDP and TCP connections, I freeze.
___
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

[opensource-dev] Anti-aliasing problem

2010-09-19 Thread Ponzu
There are various complaints about AA not working.  Some of them complain it
causes an immediate crash (me for example 8-).

Is anyone looking at SNOW-198 or VWR-13286, for example?  It appears an
assertion is failing.  Maybe it is not needed or backwards or something
(easy fix).

User story:
When I set AA from Disabled to 2X, my viewer crashes immediately (pop-up
about failed assertion, see SNOW-198) and a crash report is sent.  I expect
it to change the AA settings and not crash.
___
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

Re: [opensource-dev] Question about the Too Many Open Files problem

2010-09-19 Thread leliel
I have exactly the same problem, except I'm using linux and my ulimit
is 1024. When I have http-textures enabled and I teleport the open
files hover around 850-950 with the viewer intermittently running out
of file descriptors. This causes about 1/3 of the http connections to
time out, presumably waiting for a free file descriptor, after this
happens for 30 seconds or so the cache system will get confused and
clear the whole cache, often 2 or 3 times per teleport. Eventually the
viewer will give up on the textures leaving 1/3 of the world gray. As
you might imagine, this makes http-textures completely unusable for
me.

Occasionally the viewer will run out of file descriptors for too long
and crash, I had this happen to me once when some one IM'd me and the
viewer couldn't open the log file.
___
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


Re: [opensource-dev] alternative design panels

2010-09-19 Thread Hitomi Tiponi
>I hope that some TPV developers provide us with alternatives to kludgily
>modified, poorly designed panels for groups, profiles, inventory, etc

Try looking at the StarLight skin for the viewer if you want some redesigned 
profile panels (and lots of other goodies) - details at 
http://wiki.secondlife.com/w/index.php?title=Viewer_Skins/Starlight.



  ___
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

Re: [opensource-dev] Externally controllable viewers?

2010-09-19 Thread Ponzu
A simple example of alternative input features might be Speech-to-Text for
the chat bar and for IMs.  This for people for whom typing is hard and spech
is easier.  Or Text-to-speech for those who have a hard time reading.




On Sat, Sep 18, 2010 at 9:19 PM, Vex Streeter  wrote:

>  No - avatar motion, gestures, animation from a non-viewer and non-SL
> source... probably chat, possibly lookat and touch.  Heck, I'd love to
> get some of the old "avatar puppetry" stuff involved, but that'll be
> overkill for this use.  If all I was interested in was control, I'd use
> libopenmetaverse, but there will be a real person watching their avatar
> interact with SL, just not using traditional controls.
>
> On 9/18/2010 7:23 PM, Altair Sythos Memo wrote:
> > On Sat, 18 Sep 2010 19:17:03 -0400
> > Vex Streeter  wrote:
> >
> >>Who's currently working on doing external control of viewer
> >> functions, especially avatar control?  I know of a few people doing
> >> AR sorts of things that would qualify and some of the viewer-plugin
> >> and modularity work would certainly help.  I'm going to be doing some
> >> viewer hacking to allow some additional input devices and would like
> >> to be as general as possible (and not reinvent the wheel).
> > sorry... do you mean sort of bot for group invite and similar when you
> > say "eexternal control"?
>
> ___
> 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
>
___
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

Re: [opensource-dev] Anti-aliasing problem

2010-09-19 Thread Ponzu
FYI.


> Is anyone looking at SNOW-198 or VWR-13286, for example?  It appears an
> assertion is failing.  Maybe it is not needed or backwards or something
> (easy fix).
>
>
> So, I looked at the code.  The assertion occurs three times in
llimagegl.cpp.  it sort of looked like the assertions don't do much useful,
except cause the abort, so as an experiment I commented them out and built
my own version.

Now, setting AA does not crash immediately, and so far I see no issues it
might be causing.
___
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

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

2010-09-19 Thread Argent Stonecutter
On 2010-09-19, at 09:21, Tateru Nino wrote:
> On 20/09/2010 12:17 AM, Argent Stonecutter wrote:
>> On 2010-09-18, at 20:57, Altair Sythos Memo wrote:
>>> On Sat, 18 Sep 2010 20:53:21 -0500
>>> Argent Stonecutter  wrote:
 On 2010-09-17, at 12:51, Altair Sythos Memo wrote:
> There aren't tools to assure to an agent him cached texture is still
> one cached the teleport before...

 Not needed. Textures are static. UUIDs are never re-used.

>>> prims change... you're assuming nobody modify the whole sim...

>> If they change the texture on a prim, the new texture will have a new UUID, 
>> so it will be a cache miss.

> I believe he was referring to the fact that a UUID does not always refer 
> to the same inworld object. There are instances where an object UUID 
> will be used more than once.

Please note the emphasized words:

"There aren't tools to assure to an agent him CACHED TEXTURE is still one 
cached the teleport before".

___
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


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

2010-09-19 Thread Oz Linden (Scott Lawrence)
  On 2010-09-19 10:21, Tateru Nino wrote:
> I believe he was referring to the fact that a UUID does not always refer
> to the same inworld object. There are instances where an object UUID
> will be used more than once.


Those would be bugs, by definition.


___
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


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

2010-09-19 Thread Ponzu
On Sun, Sep 19, 2010 at 1:49 PM, Oz Linden (Scott Lawrence)
 wrote:
>  On 2010-09-19 10:21, Tateru Nino wrote:
>> I believe he was referring to the fact that a UUID does not always refer
>> to the same inworld object. There are instances where an object UUID
>> will be used more than once.
>
>
> Those would be bugs, by definition.
>
>

True.  But there are actually UUID algorithms that accept a very low
probability of repeating a UUID.
___
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


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

2010-09-19 Thread Daniel Smith
On Sun, Sep 19, 2010 at 12:12 PM, Ponzu  wrote:

>
> True.  But there are actually UUID algorithms that accept a very low
> probability of repeating a UUID.
>


LL cant afford to have repeats.   It would break a lot.
http://wiki.secondlife.com/wiki/UUID

-- 
Daniel Smith - Sonoma County, California
http://daniel.org/resume
___
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

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

2010-09-19 Thread Tateru Nino


On 20/09/2010 3:49 AM, Oz Linden (Scott Lawrence) wrote:
>On 2010-09-19 10:21, Tateru Nino wrote:
>> I believe he was referring to the fact that a UUID does not always refer
>> to the same inworld object. There are instances where an object UUID
>> will be used more than once.
>
> Those would be bugs, by definition.
Well, it pretty much happens when a sim is down. When that happens, 
objects being instantiated in other sims may be given the same UUIDs as 
objects that are in another sim that is not presently online on the 
grid. When the sim comes back up, the clash in UUIDs is noted, and new 
UUIDs are chosen for any conflicts in that sim. It's been around for 
quite some time, and is a particular pest for someone who wants to refer 
to a server-object by UUID in - for example - an inworld or outworld 
script. Common workarounds involve using an external server for the 
object to register its current UUID to.

That's been the case since 2005, but being a server-side issue is 
probably out-of-scope here.

As far as textures go, I believe the way they are handled as assets is 
different to instantiated objects, and that they do not suffer from the 
same issue. Of course, if log in to more than one grid, there's no 
guarantees that a texture with a given UUID in your cache is the same 
texture that you're supposed to be getting. While the space for texture 
UUIDs is very large, they're only unique to a specific grid and clashes 
will inevitably occur over time.

-- 
Tateru Nino
http://dwellonit.taterunino.net/

___
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


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

2010-09-19 Thread Kelly Linden
On Sun, Sep 19, 2010 at 12:53 PM, Tateru Nino  wrote:

>
>
> On 20/09/2010 3:49 AM, Oz Linden (Scott Lawrence) wrote:
> >On 2010-09-19 10:21, Tateru Nino wrote:
> >> I believe he was referring to the fact that a UUID does not always refer
> >> to the same inworld object. There are instances where an object UUID
> >> will be used more than once.
> >
> > Those would be bugs, by definition.
> Well, it pretty much happens when a sim is down. When that happens,
> objects being instantiated in other sims may be given the same UUIDs as
> objects that are in another sim that is not presently online on the
> grid. When the sim comes back up, the clash in UUIDs is noted, and new
> UUIDs are chosen for any conflicts in that sim. It's been around for
> quite some time, and is a particular pest for someone who wants to refer
> to a server-object by UUID in - for example - an inworld or outworld
> script. Common workarounds involve using an external server for the
> object to register its current UUID to.
>
> That's been the case since 2005, but being a server-side issue is
> probably out-of-scope here.
>
> As far as textures go, I believe the way they are handled as assets is
> different to instantiated objects, and that they do not suffer from the
> same issue. Of course, if log in to more than one grid, there's no
> guarantees that a texture with a given UUID in your cache is the same
> texture that you're supposed to be getting. While the space for texture
> UUIDs is very large, they're only unique to a specific grid and clashes
> will inevitably occur over time.
>
> --
> Tateru Nino
> http://dwellonit.taterunino.net/
>
>
I'm not sure how what you describe could happen. There is no system in place
to detect UUID clashes, especially between different regions/sims, and
nothing that notes them and then replaces them. The way you describe it
makes it sound like there is a central service that hands out UUIDs as
needed and when a region that has been down comes back up it may have UUIDs
that have been given out that need to be corrected. That isn't how UUIDs
work - each process generates its own UUIDs as needed from an algorithm that
attempts to minimize the already slim chance of a collision.

* Rezed objects are given a new UUID (though they will still reference the
'original asset id' for some internal tracking server side)
* An object that is out in the world could be modified and will retain its
same UUID (and local ID) even though the object changes. So it is true that
an object cache based purely on UUID could show stale data - this is a
unique case for inworld objects only. Not inventory, textures, sounds,
gestures, notecards, scripts or even landmarks. All of those will have a
unique ID that never changes.
* The only way I can think of right now to force a UUID 'collision' is to
bring up a duplicate of a region so that the same region is brought up in
two places at the same time, including copying all the content. This is
something that shouldn't happen, and even if we have to we do have a system
to generate new IDs for parcels and content.

* If you have more details about UUID collisions happening, let us know. It
would definitely be a bug and we would want to look into it.

 - Kelly
___
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

[opensource-dev] User Story: Improved Cache

2010-09-19 Thread Argent Stonecutter
> On 2010-09-19, at 12:49, Oz Linden (Scott Lawrence) wrote:
>> On 2010-09-19 10:21, Tateru Nino wrote:
>> 
>> I believe he was referring to the fact that a UUID does not always refer
>> to the same inworld object. There are instances where an object UUID
>> will be used more than once.
> 
>> 
> Those would be bugs, by definition.

Perhaps Tateru was referring to the prim data changing (eg, geometry) while the 
prim UUID stays the same. I don't think the viewer makes any assumptions about 
prims being unchanged from session to session, so that's not something that 
would need to be verified in the cache.

___
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


Re: [opensource-dev] Question about the Too Many Open Files problem

2010-09-19 Thread Vex Streeter
  HTTP textures seems to make an already bad situation worse.  A very 
large number of the open files I see on Linux are fonts:  I've seen up 
to 20 FDs pointing to the same font file - I typically run under linux 
with a ulimit of 2048 to avoid the issue.  I see similar things on 
Windows (7) but it is neither quite as bad (fewer fonts maybe?) nor 
happens to hit whatever fd limit windows has.  One of the problems with 
running out of FDs is that the viewer can fail in all sorts of bizarre 
ways and will often not be able to dump a useful log.

On 9/19/2010 11:33 AM, leliel wrote:
> I have exactly the same problem, except I'm using linux and my ulimit
> is 1024. When I have http-textures enabled and I teleport the open
> files hover around 850-950 with the viewer intermittently running out
> of file descriptors. This causes about 1/3 of the http connections to
> time out, presumably waiting for a free file descriptor, after this
> happens for 30 seconds or so the cache system will get confused and
> clear the whole cache, often 2 or 3 times per teleport. Eventually the
> viewer will give up on the textures leaving 1/3 of the world gray. As
> you might imagine, this makes http-textures completely unusable for
> me.
>
> Occasionally the viewer will run out of file descriptors for too long
> and crash, I had this happen to me once when some one IM'd me and the
> viewer couldn't open the log file.
> ___
> 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

___
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


[opensource-dev] Userstory

2010-09-19 Thread Erin Mallory

As a User, , I want to be able to easily identify kids, and better land and 
viewer controls to automatically mute (both text and voice), eject, ban, and 
send home anyone not age and id verified by DEFAULT.  (I'd also like to be able 
to have my Linden homes be on adult parcels as well!)
  ___
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

Re: [opensource-dev] Question about the Too Many Open Files problem

2010-09-19 Thread Brandon Husbands
I think the issue may be with slplugin, though i am not sure yet..  As its
starting to be used quite a bit.  And every media / external webbased thing
loads up a plugin. My Wifes machine at one time had like 23 slplugins
running.  Who knows how many threads.

Ill have to peek atthe code to proove this theory.

On Sun, Sep 19, 2010 at 3:18 PM, Vex Streeter  wrote:

>  HTTP textures seems to make an already bad situation worse.  A very
> large number of the open files I see on Linux are fonts:  I've seen up
> to 20 FDs pointing to the same font file - I typically run under linux
> with a ulimit of 2048 to avoid the issue.  I see similar things on
> Windows (7) but it is neither quite as bad (fewer fonts maybe?) nor
> happens to hit whatever fd limit windows has.  One of the problems with
> running out of FDs is that the viewer can fail in all sorts of bizarre
> ways and will often not be able to dump a useful log.
>
> On 9/19/2010 11:33 AM, leliel wrote:
> > I have exactly the same problem, except I'm using linux and my ulimit
> > is 1024. When I have http-textures enabled and I teleport the open
> > files hover around 850-950 with the viewer intermittently running out
> > of file descriptors. This causes about 1/3 of the http connections to
> > time out, presumably waiting for a free file descriptor, after this
> > happens for 30 seconds or so the cache system will get confused and
> > clear the whole cache, often 2 or 3 times per teleport. Eventually the
> > viewer will give up on the textures leaving 1/3 of the world gray. As
> > you might imagine, this makes http-textures completely unusable for
> > me.
> >
> > Occasionally the viewer will run out of file descriptors for too long
> > and crash, I had this happen to me once when some one IM'd me and the
> > viewer couldn't open the log file.
> > ___
> > 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
>
> ___
> 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
>



-- 
---
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.
---
---
___
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

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

2010-09-19 Thread Aidan Thornton
On 9/19/10, Argent Stonecutter  wrote:
> Perhaps Tateru was referring to the prim data changing (eg, geometry) while
> the prim UUID stays the same. I don't think the viewer makes any assumptions
> about prims being unchanged from session to session, so that's not something
> that would need to be verified in the cache.

Actually, I'm pretty sure it does, at least in viewer versions where
caching hasn't accidentally been rendered totally ineffective by a Linden Labs
typo. In fact, there's a fairly elaborate system for caching prim data
to disk. As I recall, it detects changed prims using the CRC field,
which is completely misnamed and is really a generation counter that
records the number of changes to the prim. Then there's the CacheID,
which invalidates the whole sim's cached data where necessary (e.g. if
the sim moves or crashes, or perhaps even if it just restarts at all -
would have to ask one of the Lab folks).
___
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


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

2010-09-19 Thread Sythos
On Sun, 19 Sep 2010 13:16:25 -0700
Kelly Linden  wrote:


> * Rezed objects are given a new UUID (though they will still
> reference the 'original asset id' for some internal tracking server
> side)

yes but cache was hinted for etxtures, what happen to same textures
copied or shared to others?

I have a tex, have its UUID, i give a copy to another, both rezz
something and use this textures

textures is the same, but 2 UUID...

in this way a cache is less usefull (topic started from cache idea)
___
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


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

2010-09-19 Thread Kelly Linden
On Sun, Sep 19, 2010 at 3:27 PM, Altair Sythos  wrote:

> On Sun, 19 Sep 2010 13:16:25 -0700
> Kelly Linden  wrote:
>
>
> > * Rezed objects are given a new UUID (though they will still
> > reference the 'original asset id' for some internal tracking server
> > side)
>
> yes but cache was hinted for etxtures, what happen to same textures
> copied or shared to others?
>
> I have a tex, have its UUID, i give a copy to another, both rezz
> something and use this textures
>
> textures is the same, but 2 UUID...
>
> in this way a cache is less usefull (topic started from cache idea)
>

Texture Asset UUIDs do not change even when you give the texture to someone
else. You will each have an inventory item, each with its own inventory
UUID, that points to the same texture Asset UUID.

 - Kelly
___
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

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

2010-09-19 Thread Kelly Linden
On Sun, Sep 19, 2010 at 3:13 PM, Aidan Thornton  wrote:

> On 9/19/10, Argent Stonecutter  wrote:
> > Perhaps Tateru was referring to the prim data changing (eg, geometry)
> while
> > the prim UUID stays the same. I don't think the viewer makes any
> assumptions
> > about prims being unchanged from session to session, so that's not
> something
> > that would need to be verified in the cache.
>
> Actually, I'm pretty sure it does, at least in viewer versions where
> caching hasn't accidentally been rendered totally ineffective by a Linden
> Labs
> typo. In fact, there's a fairly elaborate system for caching prim data
> to disk. As I recall, it detects changed prims using the CRC field,
> which is completely misnamed and is really a generation counter that
> records the number of changes to the prim. Then there's the CacheID,
> which invalidates the whole sim's cached data where necessary (e.g. if
> the sim moves or crashes, or perhaps even if it just restarts at all -
> would have to ask one of the Lab folks).
>
>
This is pretty accurate. I think the CacheID only changes if the format of
the cache changes, and so should be pretty rare. I'm not 100% sure on that
though.
___
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

Re: [opensource-dev] Externally controllable viewers?

2010-09-19 Thread Dzonatas Sol
Hi,


Have a look at SNOW-375. It sounds like what you want.

Also see Icesphere, which uses SNOW-375 to create detach windows and 
chat. It also supports remote chat sessions to the viewer... for 
multiple windows or multiple home computers.




Vex Streeter wrote:
>   Who's currently working on doing external control of viewer functions, 
> especially avatar control?  I know of a few people doing AR sorts of 
> things that would qualify and some of the viewer-plugin and modularity 
> work would certainly help.  I'm going to be doing some viewer hacking to 
> allow some additional input devices and would like to be as general as 
> possible (and not reinvent the wheel).
>
> Many thanks
>  Vex
> ___
> 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
>
>   


-- 
--- https://twitter.com/Dzonatas_Sol ---
Web Development, Software Engineering, Virtual Reality, Consultant

___
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


Re: [opensource-dev] Userstory

2010-09-19 Thread Obsidian Kindragon
 Having a better way to identify in a profile whether it is age 
verified or not is a good idea, but I don't think the "default" and 
"automatic" actions requested should be in a viewer. Not all unverified 
users are kids, and treating them automatically as minors and muting or 
blocking them is not something I would want in a viewer. Identification 
tends to work the opposite of what you assume: one tends to use ID to 
prove you are not a minor, not to prove you are a minor.


The ability to ban based on age verified status is already available: 
set your land to allow access to Age Verified accounts only. You won't 
need eject if you don't allow such users on the land in the first place.


As for setting the ability to automatically ban based on verified status 
as the default, that's not what I want as a user. Users may get land 
before they are verified and get automatically banned from their own 
parcel, or find their friends not able to access the land and need 
additional assistance to see why their land is automatically set to ban 
unverified users. I feel that banning settings should always be chosen 
by the user and the default to not be blocking people from the land, 
except in the case of Adult regions where it is assumed that only age 
verified or payment on file status is allowed.


Having some Linden Homes available in Adult regions is an idea, and I 
think Linden Lab may wish to look into that market of users.


- Obsidian Stormwind (AKA Obsidian Kindragon)

On 9/19/2010 2:35 PM, Erin Mallory wrote:
As a User, , I want to be able to easily identify kids, and better 
land and viewer controls to automatically mute (both text and voice), 
eject, ban, and send home anyone not age and id verified by DEFAULT.  
(I'd also like to be able to have my Linden homes be on adult parcels 
as well!)



___
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


___
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

Re: [opensource-dev] Externally controllable viewers?

2010-09-19 Thread Vex Streeter
  Awesome!  This looks like very much like what I want!

Cheers,
 Vex

On 9/19/2010 6:19 PM, Dzonatas Sol wrote:
> Hi,
>
>
> Have a look at SNOW-375. It sounds like what you want.
>
> Also see Icesphere, which uses SNOW-375 to create detach windows and 
> chat. It also supports remote chat sessions to the viewer... for 
> multiple windows or multiple home computers.
>
>
>
>
> Vex Streeter wrote:
>>   Who's currently working on doing external control of viewer 
>> functions, especially avatar control?  I know of a few people doing 
>> AR sorts of things that would qualify and some of the viewer-plugin 
>> and modularity work would certainly help.  I'm going to be doing some 
>> viewer hacking to allow some additional input devices and would like 
>> to be as general as possible (and not reinvent the wheel).
>>
>> Many thanks
>>  Vex
>> ___
>> 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
>>
>
>

___
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


Re: [opensource-dev] Ack. I need a little help.

2010-09-19 Thread Ponzu
Never mind, figured out a fix.  For some reason, gcc-4.0 was not in my
PATH.  It is in /Developer/usr/bin, so I added that to my Path.
develop.py seems to work now (fingers crossed).


On Sun, Sep 19, 2010 at 4:41 PM, Lee Sailer  wrote:
> Trying to set up another hg repository from scratch, I am stuck
> hereit seems to be complaining about not being able to find Xcode,
> which I am sure is there, in the usual place.
>
> any ideas welcome.
>
>
>
> lee$ python develop.py
> setting DISTCC_DIR to /Users/lee/Documents/hg/viewer-development/indra/.distcc
> Running 'cmake -G \'Xcode\' -DCMAKE_BUILD_TYPE:STRING=RELWITHDEBINFO
> -DSTANDALONE:BOOL=OFF -DUNATTENDED:BOOL=OFF -DWORD_SIZE:STRING=32
> -DROOT_PROJECT_NAME:STRING=SecondLife OFF ""
> \'/Users/lee/Documents/hg/viewer-development/indra\'' in
> 'build-darwin-i386'
> CMake Error: CMake was unable to find a build program corresponding to
> "Xcode".  CMAKE_MAKE_PROGRAM is not set.  You probably need to select
> a different build tool.
> CMake Error: Could not find cmake module
> file:/Users/lee/Documents/hg/viewer-development/indra/build-darwin-i386/CMakeFiles/CMakeCCompiler.cmake
> CMake Error: Could not find cmake module
> file:/Users/lee/Documents/hg/viewer-development/indra/build-darwin-i386/CMakeFiles/CMakeCXXCompiler.cmake
> -- Configuring incomplete, errors occurred!
> Cleaning 'build-darwin-i386'
> Error: the command 'cmake' exited with status 1
>
___
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