Rolling Restart to deploy 1.24 the week of 2008/08/18
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Cappy Frantisek
Open Source is the Devil!
Join date: 27 Oct 2006
Posts: 400
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08-21-2008 02:16
Too all that believe that Mono will help with script lag, if the coders are worth their salt you wouldn't have laggy scripts now. I'm am sure it will help somewhat though. Love the new Detect functions, that will make for some new and exciting gadgets and user active things! My head is all ready trying to get around the possibilities!
Good luck with the roll. I hope you gather no moss!
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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08-21-2008 04:39
So far, so good, stuff seems to be working the same in the sandboxes as they did on aditi! Now it's only a matter of pacing a hole into the floor for a couple of days, waiting for the rest of the grid to get infected =)
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Tristin Mikazuki
Sarah Palin ROCKS!
Join date: 9 Oct 2006
Posts: 1,012
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08-21-2008 04:58
On the rolling restart can we get a % done on the blog? makes it easer to see for everyone
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Prospero Linden
Linden Lab Employee
Join date: 6 Aug 2007
Posts: 315
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08-21-2008 05:42
This morning's rolling restart has not begun yet. We want to think through some things we are seeing with the pilot roll before going forward. I will post more information as it becomes available.
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Lee Ludd
Scripted doors & windows
Join date: 16 May 2005
Posts: 243
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Questions about mono bytecode server sharing
08-21-2008 07:05
I understand if you copy a compiled mono-script into two objects in one sim, the bytecode will be shared so only one bytecode object will exist on the server.
Now: if you make a copy of a mono scripted object, is it still true that the server will only run one copy of the bytecode?
Also: suppose someone buys two copies of a scripted object, each containing the same mono-script, then rezzes those two objects in some other sim. Will the server there only use one bytecode object?
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Periapse Linden
Linden Lab Employee
Join date: 27 Apr 2007
Posts: 14
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Bytecode sharing
08-21-2008 09:16
Lee -- the simulator will share bytecode assets. If the asset id is the same, only one copy will be stored. Once a script is compiled its asset id is set. It can be copied from inventory, or in objects. Vendors can give out copies of it to many different users. All will have the same asset id and be eligible for sharing. The asset id will, however, change for any script that is recompiled (saved) even if no actual changes have been made.
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Kay Douglas
Registered User
Join date: 20 Feb 2007
Posts: 41
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08-21-2008 09:20
You are disabled login for payment info used avatar ? Because i don't login to second life. Why don't disabled doubloon avatar no payment info file.
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Amethyst Rosencrans
Registered User
Join date: 24 Mar 2005
Posts: 87
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08-21-2008 09:23
Maybe update the blog saying it has been delayed for the moment? Instead of having us waiting around hoping one of our sims will get updated?
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Medhue Simoni
Registered User
Join date: 10 Mar 2007
Posts: 102
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08-21-2008 09:24
yes please comment on logins being disabled, nowhere does it say anything about logins.
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Daten Thielt
Registered User
Join date: 1 Dec 2006
Posts: 104
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08-21-2008 09:32
Quick question, the first quater restart will that be odd or even number and low or high? 
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Serious Kidd
Registered User
Join date: 27 May 2008
Posts: 2
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Rolling restart
08-21-2008 09:58
Prospero,
It would be good to know if the region restarts are going well. Especially since both first days are limited. I would imagine this would be better and less work that the way you have done in past with more regions incorporating the new changes by the second day.
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WarKirby Magojiro
Registered User
Join date: 24 Oct 2006
Posts: 49
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08-21-2008 10:16
Has https://jira.secondlife.com/browse/SVC-2715 been fixed yet? That's a fairly urgent bug with mono, and I'm not ging to be able to use it ntil that problem is patched.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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08-21-2008 10:21
From: Periapse Linden Lee -- the simulator will share bytecode assets. If the asset id is the same, only one copy will be stored. Once a script is compiled its asset id is set. It can be copied from inventory, or in objects. Side question: is it possible to determine who *compiled* a script (not the creator, or the owner, but the person who compiled it and thus created the new asset), or otherwise created a new instance-asset of an existing asset?
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Prospero Linden
Linden Lab Employee
Join date: 6 Aug 2007
Posts: 315
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08-21-2008 10:55
Hey all -- the deploy is currently paused, as we wrestle with some issues that showed up during the pilot roll.
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Tristin Mikazuki
Sarah Palin ROCKS!
Join date: 9 Oct 2006
Posts: 1,012
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08-21-2008 11:00
can we get a % of whats is done?
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Sahoni Tigerpaw
Registered User
Join date: 13 Mar 2008
Posts: 4
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Grid Status Blog [Updates]
08-21-2008 11:50
The blog UPDATES to individual posts are not being pushed thru RSS because the time stamps on the posts are not being changed. If a post is edited can someone please make sure to also change the time stamp to reflect the edit - so our RSS readers will get it? It defeats the purpose of RSS if I still have to go to continually check the web site for updates to a post. Thank you! 
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Lee Ludd
Scripted doors & windows
Join date: 16 May 2005
Posts: 243
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08-21-2008 12:25
From: Periapse Linden Lee -- the simulator will share bytecode assets. If the asset id is the same, only one copy will be stored. Once a script is compiled its asset id is set. It can be copied from inventory, or in objects. Vendors can give out copies of it to many different users. All will have the same asset id and be eligible for sharing. The asset id will, however, change for any script that is recompiled (saved) even if no actual changes have been made. I understand. The UID of a bytecode object is generated at the compile step, and only then. When I copy the name of a script from my inventory into an object, while it feels like I'm only copying a text-object called a script, I am also copying a UID to a bytecode object stored in the asset server. And when I make a copy an object containing a script, I am indeed making a new copy of the script, and I am also making a copy the UID of a bytecode object on the server. In either case, the bytecode to which the UID points is the code the object invokes unless someone comes along and recompiles the script. The distinction between the text-object called a script and another object called the bytecode is a little bit confusing to those of us with tiny brains. But it seems perfectly logical once you understand it.
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Shirley Marquez
Ethical SLut
Join date: 28 Oct 2005
Posts: 788
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08-21-2008 13:30
From: Dilbert Dilweg I am still curious as to when 1.21 will be a mandatory release for everyone.. As it affects my venue in certain ways. I always like to plan ahead lol so an ETA on that would be nice to have 1.21 should not be mandatory for some time. Heck, 1.20 isn't even mandatory yet; you can still use viewers going back to 1.19.0, and some third-party ones based on even earlier code bases like the Nicholaz Old School based on 1.18.0, or the OnRez or Nicholaz Bleeding Edge viewers based on 1.18.5. Residents will not need 1.21 to use scripted objects that use Mono; it will only be required to COMPILE scripts to Mono, which is mostly significant to people who write scripts. Eventually LL will start to sunset some of these older viewers, in order to drop code in the server that is only needed to support them. But they have not made any announcements yet.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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Combined reply - assets and versions...
08-21-2008 13:42
From: Lee Ludd The distinction between the text-object called a script and another object called the bytecode is a little bit confusing to those of us with tiny brains. But it seems perfectly logical once you understand it. This is really how all assets work. In theory, anyway. When you modify an asset, a new asset (with a new UUID) is created. When you copy an asset a reference to the existing asset (with the same UUID) is used. There are exceptions... like prim based assets, that get a new UUID when they're rezzed. From: Shirley Marquez 1.21 should not be mandatory for some time. The problem is that there IS server side functionality that you need the newer viewers for. 1.19, for example, can't build over 768 meters... which means that if you're visiting someone with a home at 3000 meters and you rez your AO HUD to put a new AO in it... and you jog the position... it will vanish down to 768 meters. In 1.20 you can't use llDetectedTouchUV and other new touch code. So it's not just Mono that this is an issue for...
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Tristin Mikazuki
Sarah Palin ROCKS!
Join date: 9 Oct 2006
Posts: 1,012
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08-21-2008 14:43
I guess no news it good news? Did it finnish for today? or is it still stuck?
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Thorvald Larsen
Registered User
Join date: 21 Dec 2006
Posts: 1
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will a rolling restart let me back in?
08-21-2008 15:24
I crashed today, and can't log back in. The system apparently thinks I'm still online. I keep getting the following error:
Login failed. The system is logging you out right now. Your Account will not be available until 2008-08-21 14:35:50 Pacific Time.
except whenever I wait for the appointed time, it just adds about 5 minutes and won't let me in. Will the rolling restart actually log me out?
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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08-21-2008 15:30
From: Prospero Linden Expect a 1.21 viewer release candidate shortly after the 1.24 server release goes to the grid. So viewer 1.21 isn't going through an open beta? (firstlook)
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Prospero Linden
Linden Lab Employee
Join date: 6 Aug 2007
Posts: 315
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08-21-2008 15:41
We don't do a firstlook for every viewer. First Look is for new features, not for new releases. The 1.21 "release" that's coming up will be a release candidate, not an actual release-- so that will be an open beta.
Re: the 1.21 roll, as announced in the main blog post, we're on hold as we wrestle with a couple of issues that we detected during the pilot roll. We believe that we've fixed one (a bug that caused a very few regions to go into a crash cycle), but because it's a rare enough case we haven't been able to reproduce the crash on a test grid yet, and thus aren't completely sure we've fixed it. The others we're working on are more subtle.
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Winter Ventura
Eclectic Randomness
Join date: 18 Jul 2006
Posts: 2,579
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08-21-2008 15:51
From: Prospero Linden We don't do a firstlook for every viewer. First Look is for new features, not for new releases. The 1.21 "release" that's coming up will be a release candidate, not an actual release-- so that will be an open beta.
Re: the >>>1.24<<< roll, as announced in the main blog post, we're on hold as we wrestle with a couple of issues that we detected during the pilot roll. We believe that we've fixed one (a bug that caused a very few regions to go into a crash cycle), but because it's a rare enough case we haven't been able to reproduce the crash on a test grid yet, and thus aren't completely sure we've fixed it. The others we're working on are more subtle. Ah yes the depricated "RC" term.. I misfiled it in my mind.. that's what I meant to ask.. "will viewer 1.21 be going through open beta (RC)?" Answer.. yes. Supplemental question then.. Are we looking at another long beta for 1.21 like we saw with 1.20? Many content creators (myself included) refuse to implement functions until they are fully supported by the "official" client.. as we've seen things 'pulled' from release before, or changed. 1.20 was a VERY long beta, and things like PRIM-GLOW were hung up in RC status for months. It sounds like there's going to be a LOT of tasty content creation tools coming in 1.21... Is there any chance that we might see shorter beta cycles with maybe fewer features in each cycle?
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Prospero Linden
Linden Lab Employee
Join date: 6 Aug 2007
Posts: 315
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08-21-2008 18:55
The goal for 1.21 is a shorter beta period, yes. However, I'm really not an expert with client releases, so for more details you'll need to wait for the announcement about that.
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