Group Services Project
As noted in the section on server deployments, major issues this week with the LeTigre RC channel meant that the server-side code for this project again did not make it to an RC channel in a meaningful way. There are currently no plans to deploy the code in week 41 (week commencing Monday 8th October).
In the meantime, Baker linden has updated the project viewer for this project, which includes a capability to allow for fetching the group list via UDP if the new 10K cap on the UDP service isn’t detected in the server-side code, so that viewers on simulators which are not running the new Group Services code can continue to access large groups during the transitional phase of the project.
Interest Lists and Object Caching
The server code for this project has been deployed to the Ahern, Balkanski and Beirne regions on Aditi. however, speaking at the Server / Sim User Group meeting on Friday 5th October, Andrew Linden indicated that the first cut of his code “Just wasn’t any faster than the old system,” and he’s therefore embarked on cleaning-up the initial code and fixing elements of it in preparation to have another try.
The aim of the project is to both optimise the data being sent to the viewer and the information already cached on the viewer, with the aim of significantly improving object rezzing times in terms of speed and order (so objects closer to you rez before those further away, for example).
As an aside to this project, Andrew is going through the server-side code and removing the last remnants of the old particle cloud system (the clouds that used to be around the 300m altitude mark). These all but vanished when region Windlight settings were introduced, but there is apparently still some code remaining on the server side, so Andrew is taking an opportunity to clean it up.
While not strictly a project, there is currently a bug which is allowing linking of prims over distances greater than the theoretical maximum distance for a set of prims. This is known to Linden Lab and is under investigation by Andrew Linden. In the meantime, Simon Linden recommends people do not exploit the bug to make very large linksets, as the fix is liable to be rolled out in the next couple of weeks.
Speaking at the Server / Sim User Group meeting on Friday 5th October, Simon Linden explained the reasons for keeping the linking limit to 54m when it is now possible to rez prims up to 64 metres on a side / in diameter is that large linksets could:
- Could interfere with interest list / object rezzing (particularly relevant given the work being put into improving these), as visibility is based on the root prim in a linkset. So if very large link distances are allowed, the root prim may be outside someone’s draw distance, but still be affecting interest list calculations, etc. This is particularly relevant given the work being put-in to improving the interest lists code (which has been described as “fragile”, and “hard to modify”)
- There is a risk that very large linksets could cause conflicts with parcel encroachment, etc., as it could cause large linksets to overlap parcels without being return (presumably because the root prim of the linkset is sufficiently well inside the offending parcel’s boundary, even if prims in the linkset are encroaching neighbouring parcels.
- SL project reports in this blog
- Project Shining: what it means for the viewer
- Belated avatar baking service update
With thanks to Baz deSantis