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Rolling Restart to deploy 1.27.1

Thibaud Merlin
Registered User
Join date: 3 Jul 2007
Posts: 4
07-23-2009 13:43
/me was thinking that only non-american people have trouble with the US time notation ;)
Moll Dean
Registered User
Join date: 30 Jan 2007
Posts: 4
07-23-2009 22:25
From: Dante Linden
Yeah, I had 12am when I meant 12pm. I've corrected the schedule.


Thank you, Dante.
It is really normal to get lost on it. In fact there are not 12h AM or 12 PM. We can say 12:01 AM or PM (heheh). or just use 00h (Midnight) and 12h (Mid-day)...
Sorry for this off-topic and thanks for fix that.

Good luck all team!
We love SL
Sini Nubalo
Registered User
Join date: 15 Oct 2008
Posts: 2
In regard to https://jira.secondlife.com/browse/SVC-4457
07-24-2009 04:21
This error still seems to be an issue with some accounts, after the bug fix deploy.
Tika Oberueng
Registered User
Join date: 10 Mar 2009
Posts: 1
Umm!
07-24-2009 04:28
From: Dante Linden
The 1.27.1 release notes aren't finalized yet because we haven't finalized the code yet.


I guess it's asking too much for code to be "tested" and "finalized" before being slated to be "rolled"? I note that this is the third time in as almost as many weeks that the grid is being restarted to implement 1.27 server.. eeew!..
Ariu Arai
Ariu *Vixen* Arai
Join date: 6 Sep 2007
Posts: 4
I knew it!
07-24-2009 06:12
Haha, I knew there was a 1.27.1 coming, and a 1.27.2 soon to come.

I did notice (Or atleast it was a client side glitch) that the 'Double Upload Fee' bug returned in 1.27, and for some reason I'll get completely null HTTP responses in some scripts. (That or its a bug in my own script and I have yet to find the cause.)
Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
07-24-2009 09:39
From: Sini Nubalo
This error still seems to be an issue with some accounts, after the bug fix deploy.


On 1.27.1 regions on aditi?
Hurana Ugajin
Registered User
Join date: 14 Jul 2008
Posts: 10
07-24-2009 15:21
From: Cappy Frantisek
Another failed server platform.


Could not have been spoken better.

1.27.0 absolutely sux. I have never seen so many Sim nearly killed from this. There are Class 5 Sims, with 1-4 FPS and empty Sims at 10-20 FPS slower than 1.26 server edition. I think they were in too big of a hurry to release the 1.27.0.xxx
Hurana Ugajin
Registered User
Join date: 14 Jul 2008
Posts: 10
07-24-2009 16:05
From: Thibaud Merlin
/me was thinking that only non-american people have trouble with the US time notation ;)


Agreed, You would not believe how many do not know what Zulu time is.
Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
07-24-2009 17:00
From: Tika Oberueng
I guess it's asking too much for code to be "tested" and "finalized" before being slated to be "rolled"? I note that this is the third time in as almost as many weeks that the grid is being restarted to implement 1.27 server.. eeew!..


It will be tested and finalized before we deploy, but that doesn't mean we can't make an educated guess about when that finalization will happen and try to schedule accordingly. If, in the end, we don't have something tested by the time we're supposed to deploy it, we would presumably delay the release or remove the untested code. Announcing our intended schedule is an effort to give advanced notice to residents so they can plan around our work as best as possible.
Gordon Wendt
404 - User not found
Join date: 10 May 2006
Posts: 1,024
07-26-2009 12:27
From: Zena Juran
What is the real underlying problem that LL is trying to fix by throttling TPs?

:-)


I don't have the JIRA link on hand but there is an issue where teleporting in and out of a region can bring a region to it's knees because it lags or even stops all scripts and physics from working. This is exacerbated when many avatars are doing this repeatedly thus the throttle.

The problem was that the way LL implemented it counted failed TP's against the limit so that people were hitting the limit when they had repeated teleport failures so the change in this patch as far as I can tell from what I've read and what Dante said raises the limit to something nobody will accidentally hit until LL can fix the system to stop failed tp's from counting at which point they can lower the limit again to stop abuse.
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
07-26-2009 13:33
From: Gordon Wendt
I don't have the JIRA link on hand but there is an issue where teleporting in and out of a region can bring a region to it's knees because it lags or even stops all scripts and physics from working.




correct me if i got this wrong:

there is a bug in the server code that makes sims laggy if people teleport to them, so LL "fixes" that by limiting teleports?

... what exactly is wrong in this picture?
Viktoria Dovgal
Join date: 29 Jul 2007
Posts: 3,593
07-26-2009 13:44
From: Lance Corrimal
correct me if i got this wrong:

there is a bug in the server code that makes sims laggy if people teleport to them, so LL "fixes" that by limiting teleports?

... what exactly is wrong in this picture?

Any complicated rezzing is going to be a hit on the sim, and an avatar teleporting in is really a fancy case of rezzing. The throttle is to make it less useful as a denial of service attack.
Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
07-26-2009 22:23
From: Viktoria Dovgal
Any complicated rezzing is going to be a hit on the sim, and an avatar teleporting in is really a fancy case of rezzing. The throttle is to make it less useful as a denial of service attack.



right now the throttle is making teleporting less useful FULL STOP.



and i still think that this approach of fixing the issue is like shooting yourself in the belly to cure diarrhea.


fix it so that "complicated rezzing" is not such a big impact, and you fix the broken sim borders rigth along with it., not only the incoming teleports lagging the sim.
Abigail Merlin
Child av on the lose
Join date: 25 Mar 2007
Posts: 777
07-27-2009 03:25
From: Lance Corrimal
right now the throttle is making teleporting less useful FULL STOP.



and i still think that this approach of fixing the issue is like shooting yourself in the belly to cure diarrhea.


fix it so that "complicated rezzing" is not such a big impact, and you fix the broken sim borders rigth along with it., not only the incoming teleports lagging the sim.

border crossing is almost identical to teleporting so once the teleport/complicated rezzing is fixed so will sim border crossing.
cobra Barbasch
Registered User
Join date: 22 Apr 2008
Posts: 2
problem teleport!!!!!!!!!!!!!!
07-27-2009 06:30
this question and statement, and never can have three days that you can not teleport from anywhere at least for me personally I think it is also ridiculous and not very many serious updates for many things and I spend that money on que IESC not to move also worry about these things.
cobra Barbasch
Registered User
Join date: 22 Apr 2008
Posts: 2
problem teleport!!!!!!!!!!!!!!!!!!!!!!!
07-27-2009 07:31
I have a problem by three days ...i cannot teleportp anywhere I go
Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
07-27-2009 07:58
ok, now take a deep breath, relax, have a coffee, then formulate your thoughts again, but readable.
kthxbye.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
07-27-2009 08:37
Do you wear objects that have many prims or many scripts in them, cobra?

Try detaching some objects before teleporting - that may help.
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Gasolinealex Serevi
Registered User
Join date: 27 May 2008
Posts: 1
07-27-2009 08:48
Yes same problem for me ...I have troubles teleporting in any region.It doesn't work also detaching objects or cleaning up cache files.Works very slow and sometime i keep crash in it.
Abigail Merlin
Child av on the lose
Join date: 25 Mar 2007
Posts: 777
07-27-2009 09:43
With slow and frequent failing teleports it is worth to check if you still got good speed to websites or maybe someone on your network is doing some heavy downloading/filesharing.
In case you are on older cable internet it might even be someone in the street using up all the bandwith.

teleports and bordercrossing have always been very sensative to network problems and the current teleport sim freezing only makes it worse.
Chriss Rosca
Registered User
Join date: 10 Mar 2007
Posts: 1
TP throttle
07-27-2009 12:52
According to the release notes 1.27.0 should have a teleport throttle of 3 per 15 seconds, but my experience is much different. After a failed teleport i have to wait a full minute before i can try the next TP. This makes teleporting even more troublesome. Is this part of the TP-throttle and will it be more relaxed in 1.27.1 or is it some kind of bug?
Anik Pavlova
Registered User
Join date: 15 Jul 2005
Posts: 49
crashing while teleporting.
07-27-2009 16:40
Fun. been logged out twice in an hour. what's the problem???

there's not one bit of info on the status update page.
Dante Linden
Administrator
Join date: 5 May 2008
Posts: 94
07-27-2009 22:38
From: Lance Corrimal
correct me if i got this wrong:

there is a bug in the server code that makes sims laggy if people teleport to them, so LL "fixes" that by limiting teleports?

... what exactly is wrong in this picture?


That's not what the throttle is for; it's meant to limit bots. The fact that failed teleports count toward the threshold is a bug, and we'll be relaxing the threshold in 1.27.1. We'll revisit the threshold when we've deployed code to address that bug.
Rhaorth Antonelli
Registered User
Join date: 15 Apr 2006
Posts: 7,425
07-27-2009 23:04
From: Dante Linden
That's not what the throttle is for; it's meant to limit bots. The fact that failed teleports count toward the threshold is a bug, and we'll be relaxing the threshold in 1.27.1. We'll revisit the threshold when we've deployed code to address that bug.


Thank you for clarifying Dante.

(sometimes people need to remember, that a lot of times, the residents are guessing at what a fix it for, and unless they have been told specifically or can quote the official source, it is best to leave speculations unsaid (or clarify that it is indeed a speculation))

(well, that is what I think, others may feel differently)

On another note, I also had the failed to upload errors, but it was well after logging in, they happened when changing clothes, skins, stuff like that. Not sure what server the sim I was on, was running on, but I can check and update or send you a msg if needed Dante.
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Lance Corrimal
I don't do stupid.
Join date: 9 Jun 2006
Posts: 877
07-27-2009 23:07
From: Dante Linden
That's not what the throttle is for; it's meant to limit bots. The fact that failed teleports count toward the threshold is a bug, and we'll be relaxing the threshold in 1.27.1. We'll revisit the threshold when we've deployed code to address that bug.



from my experience it seems that failed teleports count even higher towards the treshold than successful ones...


... are all variables involved in the threshold of the same signedness?
if you add -1 to a signed int but then do an unsigned comparison the int suddenly is bigger than 32000... which would be over ANY threshold.
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