#SL Response

I hear lots of people bitch about something they know next to nothing about. Unfortunately they are not limited to Second Life. Oskar recently gave a good reply to one such… (put your own adjective and noun or pronoun here). I think it is worth reading Oskar’s response to understand what it takes to get server fixes rolled out. There is also some interesting information on timelines and drop dead dates for fixes rolling out.


WolfB——- Bears—- wrote:

So you have fixed the ghosting issue. Great.

But you’re not deploying the fix for another 30+ hours. Not Great.

If you do have an explanation for continuing to run server code which you know is broken, I would like to hear it.

The best answer would be that you are running the fix through QA processes. That still doesn’t explain why, when some regions are inaccessible because of the number of ghosted AVs, you have not reverted them to an earlier, known-safe, version of the code. 

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#SL Server/Scripting News Wk5

The code from the Magnum release channel has rolled to the main grid. That means, according to Simon Linden, we now have the new function llSetRegionPos() available across the whole grid. The existing function llGetEnv() gets the new return value frame_number. Plus a bunch of bug fixes. You can see them listed in previous Server News articles.

Server/Scripting Meeting

Blue Steel

This release channel gets the performance enhanced server maintenance package. The big news is in the speed up of LIST handling functions.

This is the functions’ second time in a release channel, if I remember correctly.

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#SL Server News Wk4 Update

The reason no new code rolled to main grid was because of problems with the diagonal region crossings code. The code failed because the utility servers in AGNI were running an older version of their software than the utility servers for ADITI. The utility servers have been updated, the diagonal crossing code has more fixes and all are now in testing in the release channels.

Test Area in Magnum Sandboxes

Can’t Login

We have been seeing a number of requests for help with ‘Can’t Login’ in the SL Forum. It seems this is caused by a problem in the region crossing code. The Linden answer to the problem for now is call support. I suggest you run through the steps here: I Can’t Login. With any luck the fix should roll to a release channel next week… but, I was a little confused on the issue. It may only be in the release channels that this problem has come up. In which case the roll to the release channels will solve the problem and it will never be rolled to the main grid.

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#SL Server News Week 3

Server roll outs have not been going that well this year. Tuesday a new roll was planed and started. It went well. Then Wednesday came and release channels were rolling out. The roll to Magnum went bad.

Blue Steel

Oskar says, ‘This is the code that’s been in a few RC’s this year. It is looking stable.’ This is the code that rolled to Blue Steel this week.

New LSL function: integer llSetRegionPos(vector position) –  The object with the script will move the root prim position to the given location. The position is any position within the region. If the position is below ground, it will be set to the ground level at that X,Y spot. The function has no delay or throttle.

  • Returns 1 if the object is successfully placed within 0.1 m of position.
  • Returns 0 and does not move the object if position is more than 10m off region or above 4096m.
  • Returns 0 and does not move the object if the object is dynamic (has physics enabled).
  • Returns 0 and does not move the object if the object can not move to position due to object entry rules, prim limits, bans, etc.

“frame_number” option added to llGetEnv() –  Returns an integer that represents the current ‘frame’ of the simulator. The function is generally only useful for specific debugging cases.

 

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#SL Server News Week 1

Now the holidays are past and the ‘No Change’ windows have ended. The cycle of roll outs is resuming. Unfortunately we started out with a crash in Week 1. That roll failed because of a hardware problem. Seems just before the roll out to the release channels was to start a switch (as in network switch) failed and took out a rack of severs.

When servers disappear from the network and the lights are still on it takes some time to figure out what happened. Getting the servers back up took priority over the roll out. So, the release channels ran the main channel’s version for another week as the roll out was postponed to Week 2.

The roll will be attempted again tomorrow, Tuesday.