Re: [opensource-dev] Review Request: VWR-25923 Unnecessary capability request spam
--- This is an automatically generated e-mail. To reply, visit: http://codereview.secondlife.com/r/333/#review819 --- 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 > > ___ 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] A question/comment about the behavior of auto-pilot camera.
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. ___ 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] A question/comment about the behavior of auto-pilot camera.
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 ___ 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] A question/comment about the behavior of auto-pilot camera.
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... ___ 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] Adding Neck and Root Attachment Points
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 ___ 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] Adding Neck and Root Attachment Points
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 > ___ > 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] Adding Neck and Root Attachment Points
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. ___ 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] Adding Neck and Root Attachment Points
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. ___ 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] Adding Neck and Root Attachment Points
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.___ 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] Adding Neck and Root Attachment Points
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. > > ___ > 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] A question/comment about the behavior of auto-pilot camera.
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...) ___ 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] Adding Neck and Root Attachment Points
Me Too ___ 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