Rolling Restart to deploy 1.27.0
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
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07-19-2009 06:55
I get it that the weird failure to populate object contents was a disk-full condition on the cache, but not sure if that applies to this: From: Winter Ventura 1.27 also hasn't solved the "everything is taking forever to load, and it all stays blurry" problem that was introduced in 1.26. It may have fixed it for some people, but for me, it's still really lots of grey and blurry textures.. and that's when the prims even show up (waiting 3-5 minutes after a teleport for all the prims in a store to show up). The thing is that I'm seeing that behavior, too (and not caused by a full disk in my case). I don't think I see it being a lot worse than before, but the Release Notes mention: From: someone # SVC-3146[c]: Server is not sending enough data for texture discard levels # Other misc improvements to server texture downloads which might lead one to expect, well, "improvements"--and I'm sure not seeing them, but rather just a steady gradual degradation for months. Is anyone plugged-in enough to plans for the texture loading pipeline to comment on whether any serious relief is on the way? It's gotten so bad that I've changed my building and buying approaches now to completely avoid sculpties and to constrain myself to the tiniest palette of textures I can possibly use. That may be instructive experience, but even taking such steps to an extreme, anything involving texture downloads is painfully slow.
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
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07-19-2009 08:29
From: Winter Ventura <.<
>.>
^.^
Well you were right, something was filling up.  Glad you figured it out.
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Renee Faulds
Rises Out Of The Ashes
Join date: 16 May 2007
Posts: 87
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Traffic
07-19-2009 12:20
What's wrong with that now?
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Miro Collas
Registered User
Join date: 28 May 2007
Posts: 73
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TP throttling
07-19-2009 12:33
Back story: Every day, I do rounds of all our satellite stores to do a visal check that everything is in working order. Typically, at least one time during rounds, a TP will fail. And also typically, I try again right away.
Till today, that was fine - sometimes it would work again right away, other times not (eg, destination region is down, or full or whatever).
Today it happens again: TP to my next destination failed. I try again right away. But THIS time I get a message about TP being unavailable - and am LOGGED OUT!
I read the release notes about throttling being to prevent griefing and/or to help grid stability (which is it, btw?), but logging us out is extreme. You're interrupting my work that way! You want to inhibit TP for a brief time? Fine, do that, but why log us out? That's going too far.
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Abigail Merlin
Child av on the lose
Join date: 25 Mar 2007
Posts: 777
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07-20-2009 03:25
From: Miro Collas I read the release notes about throttling being to prevent griefing and/or to help grid stability (which is it, btw?), but logging us out is extreme. You're interrupting my work that way! You want to inhibit TP for a brief time? Fine, do that, but why log us out? That's going too far. it appears to be related to some viewers not handeling the throttled TP condition right, not sure what viewers suffer from this, I have not noticed it myself, not even during RFL with some sims suffering badly from handover delays (the sim RFL Strength even blinked in and out of view at the end of the relay)
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 08:22
I'm sorry I wasn't able to respond when you all were wanting information. I was actually on vacation (to attend a friend's wedding, scheduled far in advance), so others did the full deploy to agni. I will try to work through all the posts and respond to those where it would be constructive to do so at this point, post-deploy.
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-20-2009 08:33
TY, Dante - grats to your friend and hope you had fun at the nuptials!!
Getting some comment from LL about the recent plague of sim stalls when people TP in would be great, either here or a blog or somewhere. I know people have demonstrated this to concierge Lindens over a month ago. Some more info from LL would really be nice....
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 09:49
From: Meade Paravane I've always sorta thought that if sims are restarting by host number, if you have a decent estimate of how long the whole restart will take and if you know the host number that a region is currently on (which we all know can change without warning if the sim restarts outside the RR), then you should be able to come up with an app that will give you a more detail than "probably sometime during this N-hour window."
We might be able to come up with an app that does something like that, but I'm not sure it's a higher priority than a lot of the other work we have to do. I don't know if people get tired of hearing this, but you could always make a jira requesting that we provide an interface to the information you want and try to get people to vote for it. From: Meade Paravane If you're sticking with the even/odd host restart schedule, having a way to lock down if a region should restart on a even/odd host a day or so before the roll starts would also be a bonus - that way people would at least get a couple days notice of which day they will be rolled..
There is a grid-wide setting that lets us lock regions to the simhosts they are on, but it's not good to use for long periods of time because if a simhost crashes, the regions that were on it won't start on any other simhost. Personally, I think I would try to avoid scheduling events during any of the RR N-hour windows and in the early morning and evening (Pacific time) on the day or two following the scheduled deploy days, in case the dates need to slide a little for some reason, as they did with 1.27. I realize everyone's circumstances are different, though, so that might nt always be possible.
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-20-2009 12:07
From: Dante Linden We might be able to come up with an app that does something like that, but I'm not sure it's a higher priority than a lot of the other work we have to do. I don't know if people get tired of hearing this, but you could always make a jira requesting that we provide an interface to the information you want and try to get people to vote for it. Ok... I'll see if I can come up with a JIRA that makes sense. With the way LL appears to be targeting corporate cash and in-world business meetings and such, I'm surprised this isn't something you guys are doing anyway. Just being able to pin down which day a region will get rolled on will cut your planned downtime stats in half. Seems like low-hanging marketing fruit to me tho I'm sorta back here in the cheap seats  . From: Dante Linden There is a grid-wide setting that lets us lock regions to the simhosts they are on, but it's not good to use for long periods of time because if a simhost crashes, the regions that were on it won't start on any other simhost.. Yep. I was suggesting a tweak to that.. Instead of having a binary switch that would tell regions to stick to the same host or not, add a third value that says they can move to different hosts but that if they are on even-numbered host, they should try to come back up on an even-numbered host. This gives people a much better idea of when the roll will get to their region without adding as much risk as being pinned to the exact same host. /me is tempted to state that this would increase predictability but I think I'd get stuff thrown at me from Lindens and residents alike... 
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 12:42
From: Norton Burns Well, the server 1.27 has been rolled out in my region for about an hour... Can't save or upload anything at all now! Great. Are you still seeing this behavior?
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 12:50
From: Meade Paravane Welcome to the forums, Ambroff!!
Seeing lots of comments here in the forums about textures not rezzing and stuff like that.. Any news on this? Related to the new sim version?? Is this still an issue? If so, is there a jira number you can refer me to?
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-20-2009 12:57
From: Dante Linden Is this still an issue? If so, is there a jira number you can refer me to? Dunno. I didn't personally see this problem - just saw what seemed to be a lot of resident comments about it all of a sudden. The sim stall problem, unrelated to textures, was still very much happening last night. /me adds http://jira.secondlife.com/browse/WEB-1224 for the rolling restart stuff I babble about in posts above.
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Viktoria Dovgal
…
Join date: 29 Jul 2007
Posts: 3,593
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07-20-2009 13:02
The 1.27 upload problem is https://jira.secondlife.com/browse/VWR-14724 (yeah, misfiled as VWR, but that's the most active of them).
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 17:22
From: MBob Turbo When the region came back up, when you fly into it, you lose control and go flying off world and get logged off. Happened to me twice and another person once.
Contacted support via chat .. they finally told me that I had to open a ticket.
Before today, we have had numerous issues with with region crossing between the sims (was hoping this was going to be fixed with this release). The sims would "disappear" to where they would look like they were gone but support would tell me they were not. You could tp on the map to get there .. just couldn't see them .. or fly to them.
With this sim, with previous support chats, they have told me that this was one of the better running sims that they have seen .. so to be told to file this ticket as a performance issue after the upgrade is concerning to say the least.
PLEASE LOOK at ticket # 4051-6558994 as it is still listed as NEW from earlier today. We're investigating an issue relating to region neighbors flickering and border crossing failures that's separate from the known issue in 1.26 with region neighbors flickering. I'm not sure if there's a pjira for it, but it's being looked at.
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 17:48
From: Photon Tokyoska Try doing this under 1.27......
Rez 2 default prims 15m to 20m from each other. Now try and link them.... U CANT!
So I can no longer built stuff, and I am wondering how many other linked sets out there are now going to 'unlink'.........
so thrilled LL, so thrilled........ I'm not sure what you're reporting, since the link limit for two default prim cubes is 4.598 meters, per this wiki page: http://wiki.secondlife.com/wiki/Linkability_RuleCan you clarify what you're suggesting has changed in this release?
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Jayme Llewellyn
Registered User
Join date: 30 May 2008
Posts: 5
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07-20-2009 19:59
Dante Linden, i seriously suggest you and your other linden lab cohorts get out of you little boxes and into the rest of secondlife. Ever since this last supposedly "successful" rolling restart, there have been nothing but problems. Every few seconds we are hit with "fail to upload" messages, there is serious lag time for everything more times than not, the network and server are constantly flickering between being "normal" and poor connection. Even when things are "normal", there is still serious lag time. This entire thread has listed nothing but issues with the latest deploy and rolling restart and we are yet to hear or see anything being done about. It is no use playing ostrich and dumping you head in the sand. there are serious issues with Secondlife that have not been addressed. And everytime you fix one thing, you break a whole lot more other things. This has been a constant. get in people who actually know what they are doing - because the tech people you have are performing like amateurs. honestly. No one wants a faulty product yet that is what you and the linden lab teams have given us - a faulty product.
now what is the bet that no linden will address this particular message?
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 20:57
From: Day Oh Well, but it's a KickUser message... I'd be surprised if it didn't have the same effect on all viewers  I shouldn't have speculated, as I know nothing about the inner-workings of third-party viewers. From: Day Oh It happens if you tp to an adjacent region and back again, and then try 3 or 4 times to tp out again.
I can't reproduce this. I've tried before and failed to repro it, and just now, I crossed the threshold and tried teleporting 15-20 times, and each time, I got the threshold message and remained logged in. What version of the viewer are you using?
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-20-2009 21:07
From: Sindy Tsure What's with editing the existing release notes instead of adding a new section for the new version? If you look at previous release notes, there was a new section for every point release. We didn't make a new point release for the fixes we added, perhaps since the first full deploy hadn't completed before we implemented additional fixes (I wasn't here for those discussions, so that's just a guess). I'd expect that we'd make new sections for each point release, as we've done in the past.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
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07-21-2009 05:33
From: Dante Linden If you look at previous release notes, there was a new section for every point release. We didn't make a new point release for the fixes we added, perhaps since the first full deploy hadn't completed before we implemented additional fixes (I wasn't here for those discussions, so that's just a guess). I'd expect that we'd make new sections for each point release, as we've done in the past. TY, Dante.
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-21-2009 08:30
From: Cincia Singh Map isn't updating, search is borked, traffic isn't updating.
Search should be fixed (SVC-4563), and I just asked our support group if they're receiving any reports of map or traffic problems, and they are not. Are you still seeing problems with map and traffic updates?
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LeeLee Szymer
Registered User
Join date: 24 May 2008
Posts: 53
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07-21-2009 08:55
Goes along with I tried to post a event today on my adult rated sim and couldn't because the events listing saw it as a pg rated sim so now it's back to mature until LL gets things straight
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Kira Welty
Registered User
Join date: 15 Aug 2008
Posts: 125
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07-21-2009 09:16
Why does a failed tp kick in the threshold? as in: when i get a failed tp twice in a row i get the threshold message and can't try to tp for a few minutes? Why would a failed tp even be considered in the count for the tp threshold? oh and the link on linkability rules you gave is to an empty wiki page, but it was never this close, it was always 30m between prim center to root regardless of the prims sizes. at least I never ever had a problem with linking prims until 1.27. May just be me but this is something i do quite regularly and its something I noticed immediately. One side question: Is Zindra "green" because the sims are actually running on the class 6 servers announced in this blog: https://blogs.secondlife.com/community/technology/blog/2009/05/14/the-greening-of-second-lifeIs this part of the reason so many Zindrians are complaining about lag?
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-21-2009 09:34
From: Miro Collas Back story: Every day, I do rounds of all our satellite stores to do a visal check that everything is in working order. Typically, at least one time during rounds, a TP will fail. And also typically, I try again right away.
Till today, that was fine - sometimes it would work again right away, other times not (eg, destination region is down, or full or whatever).
Today it happens again: TP to my next destination failed. I try again right away. But THIS time I get a message about TP being unavailable - and am LOGGED OUT!
I read the release notes about throttling being to prevent griefing and/or to help grid stability (which is it, btw?), but logging us out is extreme. You're interrupting my work that way! You want to inhibit TP for a brief time? Fine, do that, but why log us out? That's going too far. There are two issues here. 1) The logout issue is a bug, but it's not one I've been able to reproduce. As I mentioned earlier in this thread, I always get the threshold message and remain in-world, and I've tried teleporting about 20 times after reaching the threshold. If anyone has a reliable repro, let me know. 2) Your failed teleport should not count against the threshold. If you want to file a pjira about it and point me to it, I'll import it and get it assigned to someone. If you don't want to file one, I can just file an internal one to get it resolved. Let me know either way. The threshold is meant to reduce teleport abuse, which I guess counts as griefing.
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Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
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07-21-2009 09:35
From: Kira Welty oh and the link on linkability rules you gave is to an empty wiki page, but it was never this close, it was always 30m between prim center to root regardless of the prims sizes. at least I never ever had a problem with linking prims until 1.27. May just be me but this is something i do quite regularly and its something I noticed immediately. The wiki page is: http://wiki.secondlife.com/wiki/Linkability_Rules. It's really quite good and has been there for some time (almost 2 years). There have been number of discussions here in the forums about it. AFAIK, the link distance has never been "anything and everything within 30m" but somebody like Andrew Linden would really be the one to ask. When we asked about the performance of zindra regions - concern over LL stuffing all the high-traffic places on the mainland into a relatively puny number of regions - we were told that they would all be on class 5 hosts. A truly horrible ansswer to the question that was being asked at the time but actually does answer your qusetion.
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Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
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07-21-2009 09:52
From: Kira Welty Why does a failed tp kick in the threshold? as in: when i get a failed tp twice in a row i get the threshold message and can't try to tp for a few minutes? Why would a failed tp even be considered in the count for the tp threshold?
I agree that it shouldn't, and I just made a reply about that issue. From: Kira Welty oh and the link on linkability rules you gave is to an empty wiki page, but it was never this close, it was always 30m between prim center to root regardless of the prims sizes. at least I never ever had a problem with linking prims until 1.27. May just be me but this is something i do quite regularly and its something I noticed immediately.
If Meade's link also takes you to an empty page, try going to the main wiki page and searching for "linkability rules" to see what I was referring to.
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