Re: [opensource-dev] Review Request: VWR-25923 Unnecessary capability request spam

2011-06-25 Thread jaeger_Reg

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When I applied this latest patch to firestorm, which is based off of LL 2.5.2, 
I kept getting timed out when TPing from a mainland area and a DD of 256 to 
other regions.  I tried multiple times TPing from the area around help island 
public to magnum sandbox 4 or to help people island.  In every case I timed and 
was logged off after the TP was completed, as the viewer was cleaning up and 
closing connections to the old regions.  I don't have this problem with the 
first iteration of this patch.  I feel this scenario needs to be tested with 
this latest patch on v-dev tip to make sure this doesn't happen there as well.

The account I used only has 4 friends, and around 24 items in the inventory in 
addition to the library.  It also only has 2 attachments (a hud and the 
firestorm bridge) and is one of the noob outfits.  I also am running on an i7 
2600k, 16GB ram, ATI 6970, and 20/5mbit FIOS connection.

- tankmaster.finesmith


On June 24, 2011, 4:45 a.m., Jonathan Yap wrote:
> 
> ---
> This is an automatically generated e-mail. To reply, visit:
> http://codereview.secondlife.com/r/333/
> ---
> 
> (Updated June 24, 2011, 4:45 a.m.)
> 
> 
> Review request for Viewer.
> 
> 
> Summary
> ---
> 
> This is a patch by ArminWeatherHax.  I am creating the request to help speed 
> this fix along in the system.
> 
> 
> 
> Ways to reproduce: log into a simulator.
> Reproduces: always
> Affects: any version supported, probably all 3rd party viewers but Kokua (and 
> Imprudence, soon).
> 
> What happens:
> In each idle cycle the voice client requests the "ParcelVoiceInfoRequest" 
> capability, thats each time a HTTP GET.
> See LLVivoxVoiceClient::stateMachine() after comment // Check for parcel 
> boundary crossing
> 
> Expected:
> On parcel/region change request the capability once. It's not the region that 
> rezzes in, but the avatar, so do the request for the capability not earlier 
> than the agents region signals capabilitiesReceived() true. After that you 
> are sure if the region returns an empty url you can give up for that region.
> 
> Not sure about the impact on lag - requesting and returning an url is not 
> much data transmitted, though its a pretty big number of people doing it over 
> and over per second (no matter if they have voice on or off).
> 
> 
> 
> 
> going once again through llviewerregion I see its fortunately not each time a 
> HTTP GET, just once when the agent connects to the region. Though the patch 
> still saves all the lookup if the cap is there while it can't be possibly.
> 
> 
> This addresses bug VWR-25923.
> http://jira.secondlife.com/browse/VWR-25923
> 
> 
> Diffs
> -
> 
>   doc/contributions.txt 04e2a3ddca51 
>   indra/newview/llviewerregion.h 04e2a3ddca51 
>   indra/newview/llviewerregion.cpp 04e2a3ddca51 
>   indra/newview/llvoicevivox.h 04e2a3ddca51 
>   indra/newview/llvoicevivox.cpp 04e2a3ddca51 
> 
> Diff: http://codereview.secondlife.com/r/333/diff
> 
> 
> Testing
> ---
> 
> 
> Thanks,
> 
> Jonathan
> 
>

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Re: [opensource-dev] A question/comment about the behavior of auto-pilot camera.

2011-06-25 Thread Lee ponzu
I looked through some JIRAs.  Apparently there are also interactions of
double-click with HUDs, and some other issues.

Just thinking out loud...

Maybe we need to think through a more general solution.  It occurs to me
that llRayCast() is going to make it easier to create scripted route/path
finders using simple AI.  Some possible useful behaviors...


   - Go here.
   - Go here and sit.
   - Go wherever this avatar goes.
   - Exactly trace the footsteps of this avatar.
   - Try to stay just to the left of this avatar.
   - Try to stay just to the right of this avatar.
   - Try to get in front of and face this avatar.


Five years ago, I expected a lot more of this type of puppeteering to be
added to SL, but it never happened.  Maybe the perfect chased away the good.
 It should be obvious and built-in to shake hands, hold hands, hug, slap,
pat-on-head, peck-on-cheek, put-arm-around, etc etc etc.

Of course, this is a massive project involving server and VWR and lots of
other invisible parts I don't even know about, and it cannot all be done at
once.  Like I said...just thinking out loud.
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Re: [opensource-dev] A question/comment about the behavior of auto-pilot camera.

2011-06-25 Thread Boroondas Gupte
On 06/25/2011 05:58 PM, Lee ponzu wrote:
> # Go wherever this avatar goes.
A long time back, the viewer had a 'Follow' option in the context menu
on other avatars. If I remember correctly, it was removed due to abuse
considerations. (Which I could never quite follow (sic), as this merely
facilitated something for everyone that a skilled human keyboard or
joystick-navigator could do manually anyway.)

That feature was quite useful when showing SL to a friend who had just
signed up and wasn't used to its navigation, yet. Having them follow you
as you showed them around much more natural than teleporting everywhere,
even for short distances. (Which might not have been possible back then,
anyway. I don't remember whether this was before or after point-to-point
teleports were introduced.)

Cheers,
Boroondas
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Re: [opensource-dev] A question/comment about the behavior of auto-pilot camera.

2011-06-25 Thread Jamey Fletcher
Boroondas Gupte wrote:
>   On 06/25/2011 05:58 PM, Lee ponzu wrote:
>> # Go wherever this avatar goes.
> A long time back, the viewer had a 'Follow' option in the context menu
> on other avatars. If I remember correctly, it was removed due to abuse
> considerations. (Which I could never quite follow (sic), as this merely
> facilitated something for everyone that a skilled human keyboard or
> joystick-navigator could do manually anyway.)

> That feature was quite useful when showing SL to a friend who had just
> signed up and wasn't used to its navigation, yet. Having them follow you
> as you showed them around much more natural than teleporting everywhere,
> even for short distances. (Which might not have been possible back then,
> anyway. I don't remember whether this was before or after point-to-point
> teleports were introduced.)

The follow feature would allow someone to set their AV following 
another, and then chat-spam the hell out of them.  As it stands, it's 
nearly impossible to keep moving while chatting to someone.

Of course, it would be nearly nothing to build a vehicle that would do 
it, or to modify a client to do it...
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[opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Adeon Writer

In the interest of seeing how feasible adding "mNeck" and "mRoot" attachment 
points to the official LL viewer would be, it turns out that it's as simple as 
adding the joint names to the avatar_lad.xml file.
It's been known for a while that modifying the file can give you more 
attachment points (for you and others with the same mod only), but the what I 
didn't know is adding entries for mNeck and mRoot will give the viewer fully 
functioning Neck and Root attachments, which are the two bones which previously 
had no attachment slots.
Nyx Linden has expressed off the record that he will see a Neck attachment 
added to the viewer if a patch is submitted, which I'd assume would include the 
XML change, and updates to the menus.
I was told I should bring this up on the list in hopes to give it some 
attention. I think it's possibly a rather easy thing to add, although it's 
beyond my own ability.
https://jira.secondlife.com/browse/VWR-26120
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Trilo Byte
Haven't we had the ability to put multiple attachments on any given attachment 
point for nearly a year now?  I think there's a max per avatar (32), but once 
you've got an attachment on a particular point, select the next one you want to 
add and choose either Add or Add To from the context menu.

On Jun 25, 2011, at 5:08 PM, Adeon Writer wrote:

> In the interest of seeing how feasible adding "mNeck" and "mRoot" attachment 
> points to the official LL viewer would be, it turns out that it's as simple 
> as adding the joint names to the avatar_lad.xml file.
> 
> It's been known for a while that modifying the file can give you more 
> attachment points (for you and others with the same mod only), but the what I 
> didn't know is adding entries for mNeck and mRoot will give the viewer fully 
> functioning Neck and Root attachments, which are the two bones which 
> previously had no attachment slots.
> 
> Nyx Linden has expressed off the record that he will see a Neck attachment 
> added to the viewer if a patch is submitted, which I'd assume would include 
> the XML change, and updates to the menus.
> 
> I was told I should bring this up on the list in hopes to give it some 
> attention. I think it's possibly a rather easy thing to add, although it's 
> beyond my own ability.
> 
> https://jira.secondlife.com/browse/VWR-26120
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Adeon Writer

Yes, although the catch here is that there simply isn't a Neck slot or a Root 
slot, so the fact that we can attach multiple objects to any given slot is 
irrelevant; those two slots have yet to be created. Neck and Root here are 
unique locations that aren't simply a duplicate slot of something we have now.
> Haven't we had the ability to put multiple attachments on any given 
> attachment point for nearly a year now?  I think there's a max per avatar 
> (32), but once you've got an attachment on a particular point, select the 
> next one you want to add and choose either Add or Add To from the context 
> menu. ___
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Trilo Byte
True, though the neck is in a fixed location in relation to the chest and 
spine.  Adding neck-worn items has worked pretty consistently well using those 
points.

On Jun 25, 2011, at 6:30 PM, Adeon Writer wrote:

> Yes, although the catch here is that there simply isn't a Neck slot or a Root 
> slot, so the fact that we can attach multiple objects to any given slot is 
> irrelevant; those two slots have yet to be created. Neck and Root here are 
> unique locations that aren't simply a duplicate slot of something we have now.
> 
> > Haven't we had the ability to put multiple attachments on any given 
> > attachment point for nearly a year now?  I think there's a max per avatar 
> > (32), but once you've got an attachment on a particular point, select the 
> > next one you want to add and choose either Add or Add To from the context 
> > menu.

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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Adeon Writer

That's a very common belief, and possibly why the neck attachment has been 
missing for so long. But it's not the case: The neck is it's own bone as is the 
"root" bone; as anyone who has created an SL animation can tell you. :)Here's a 
youtube video to explain my case: It shows the new Neck and Root attachments 
being used, after I added this snipit of code:
http://www.youtube.com/watch?v=Off7WNlfS3s
 
This is not something that is possibly simply by using an attachment we already 
have, they are the missing bones.
https://jira.secondlife.com/browse/VWR-26120
> True, though the neck is in a fixed location in relation to the chest and 
> spine.  Adding neck-worn items has worked pretty consistently well using 
> those points.___
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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Ilana Debevec
Absolutely, Positively.

YES!

As in yesterday. That video says it all. A long needed addition.

On Sat, Jun 25, 2011 at 7:43 PM, Adeon Writer  wrote:

>  That's a very common belief, and possibly why the neck attachment has
> been missing for so long. But it's not the case: The neck is it's own bone
> as is the "root" bone; as anyone who has created an SL animation can tell
> you. :)
> Here's a youtube video to explain my case: It shows the new Neck and Root
> attachments being used, after I added this snipit of code:
>
> http://www.youtube.com/watch?v=Off7WNlfS3s
>
> id="39"
>group="9"
>pie_slice="1"
>name="Neck"
>joint="mNeck"
>position="0 0 0"
>rotation="0 0 0"
>visible_in_first_person="true" />
>
> id="40"
>group="9"
>pie_slice="2"
>name="Bounding Box"
>joint="mRoot"
>position="0 0 0"
>rotation="0 0 0"
>visible_in_first_person="true" />
>
> This is not something that is possibly simply by using an attachment we
> already have, they are the missing bones.
>
> https://jira.secondlife.com/browse/VWR-26120
>
> > True, though the neck is in a fixed location in relation to the chest and
> spine.  Adding neck-worn items has worked pretty consistently well using
> those points.
>
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Re: [opensource-dev] A question/comment about the behavior of auto-pilot camera.

2011-06-25 Thread Argent Stonecutter
On 2011-06-25, at 10:58, Lee ponzu wrote:
> Maybe we need to think through a more general solution.  It occurs to me that 
> llRayCast() is going to make it easier to create scripted route/path finders 
> using simple AI.  Some possible useful behaviors...
> 
>   • Go here.
>   • Go here and sit.
>   • Go wherever this avatar goes.
>   • Exactly trace the footsteps of this avatar.
>   • Try to stay just to the left of this avatar.
>   • Try to stay just to the right of this avatar.
>   • Try to get in front of and face this avatar.

And the one I most want... follow these waypoints (here, and here, and HERE, 
and here...)

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Re: [opensource-dev] Adding Neck and Root Attachment Points

2011-06-25 Thread Argent Stonecutter
Me Too
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