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Improvements to mapping and upgrade to SLurl.com

Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
02-03-2009 22:41
From: Snickers Snook
Does anyone know why SLURLs don't work for me in Firefox 3??

I always get the message "Firefox can't find the file at secondlife://REGION/xx/xx/xx". It won't launch the viewer.

Even an uninstall / reinstall doesn't fix it. There is nothing in the JIRA or anywhere in my research that mentions this problem. (Windows XP)


That's not a SLURL, but a secondlife:// URL. You need to tell Firefox how to handle the secondlife protocol. Check out http://www.linuxforums.org/forum/gaming-games-multimedia-entertainment/104105-how-firefox-calls-secondlife-slurls.html (and yes, this works for Windows, too, but you might need to change some paths as appropriate for your platform).
Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
02-03-2009 22:43
From: Linda Brynner
LOL, we need to keep em away from the Californian beaches a lil sometimes and kick them to get to work :D


Shouldn't be hard, since the Pacific coast is on the Alaska current (COLD water, not the nearly bath-temperature oceans the Atlantic seaboard gets), not to mention the dirty diapers, broken bottles and exposed needles that seem to litter every beach remotely near population in California.
Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
02-03-2009 22:46
From: Argent Stonecutter
I think they need to spend a little more time at the beach so they know what water actualy looks like.

Windlight water reflections are great, but Runitai's water acted a lot more like actual water.


I'll second that. Even in places that are supposed to look like tropical ocean paradises like Seal Cove or Sunweaver Cove end up with a more calm Sauvie Island/Columbia River-on-a-midsummer's-day look to them at the coastlines.
Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
02-03-2009 22:48
From: herina Bode
I am using the new APi, it is nice and works very fine with Firefox but....

With IE that is catstrophic !!!


I'd be curious what http://validator.w3.org/ has to say before drawing conclusions as to whether it's optimized for Firefox or if it's just IE being broken.
Baloo Uriza
Debian Linux Helper
Join date: 19 Apr 2008
Posts: 895
02-03-2009 22:51
From: Philip Linden
Elanthius: Try again now, we've just done an update on the jscript, might work correctly now relative to the problem with moving markers you mentioned. Your map looks better to me, but I may be missing something.


I'm almost certain Argent's on the right track and I have the right fix (setting firefox to call SL when it sees a secondlife: protocol URL). That should take care of it.
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
02-04-2009 12:26
From: Philip Linden
Lex: Hmm, what an interesting problem. We had never contemplated the idea of someone hacking the viewer to get access to the UUID's for the map tile. So, the problem is that the existing system isn't scalable - essentially LL is covering the bill to inject new UUID's every few days into our asset system. We are expanding our own storage system to hold the map tile data, and of course greatly increasing the update frequency (which is good for all SL users) then would cost us even more if we keep this system going.

So it seems to me that we shouldn't keep pushing map tiles into our system as assets, even to keep your system running. LL (and by extension all SL users) is paying for this cost, and it certainly wasn't an intended use. Wouldn't you tend to agree?


I'm afraid I don't agree. LL has been footing the bill, but it's an imaginary expense. (If you really are charging yourself 10L per upload, I would have to laugh) :p

This system could be continued in a modified form from how it's done now, which would not only reduce the overhead and perceived cost, but maintain a higher level of functionality than it currently has.

Many sims never change from month to month, and thus, neither do their tiles. It seems to me you could have your mapping process track which tiles are new, and which tiles are now defunct (you may already do this). Then delete old map textures which are no longer needed, and upload new ones that should now exist. The best part of this is, you don't have to do it with the same frequency as the new mapping system. A reduced frequency would be perfectly acceptable for the type of systems that use it.

As well, over time all tiles should be refreshed as they reach a certain shelf life, maybe after several months. This would keep the in-world texture map tiles relatively up to date.



An alternative is to give us real, honest-to-god HTML on a prim. That would work too. :D
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Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
02-04-2009 12:28
From: Baloo Uriza
I haven't looked too deeply into this as of yet, but I imagine you could probably script your way out of this. Check out http://wiki.secondlife.com/wiki/Category:LSL_HTTP


Until you can show a webpage on a prim, this wouldn't help at all.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
02-05-2009 07:35
From: Philip Linden
Lex: Hmm, what an interesting problem. We had never contemplated the idea of someone hacking the viewer to get access to the UUID's for the map tile. So, the problem is that the existing system isn't scalable - essentially LL is covering the bill to inject new UUID's every few days into our asset system. We are expanding our own storage system to hold the map tile data, and of course greatly increasing the update frequency (which is good for all SL users) then would cost us even more if we keep this system going.

So it seems to me that we shouldn't keep pushing map tiles into our system as assets, even to keep your system running. LL (and by extension all SL users) is paying for this cost, and it certainly wasn't an intended use. Wouldn't you tend to agree?
As a user of the subnova tile UUID service, no, I don't agree. I think the tiles need to be updated until availability of true html-on-prim, not merely as a media type.

In fact, that might be a good choice of project to take on next, with a built-in economic incentive to complete it.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-05-2009 08:11
So long as HTML on a prim is limited to pages hosted by Linden Labs, so it can't be used to implement web-bugs...
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Selig Arkin
Registered User
Join date: 4 Nov 2008
Posts: 3
02-05-2009 08:28
From: Argent Stonecutter
So long as HTML on a prim is limited to pages hosted by Linden Labs, so it can't be used to implement web-bugs...


Now that would be just silly. Sites could (should) easily be able to detect it is the SL client (eg "User-Agent: SecondLife";) so they can block access if they so choose. Honestly, I have been waiting 3 years for html-on-prim
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-05-2009 08:46
From: Selig Arkin
Now that would be just silly. Sites could (should) easily be able to detect it is the SL client (eg "User-Agent: SecondLife";) so they can block access if they so choose.
There's a reason most email programs these days pop up a button saying "this message contains images to download from the web, click here to view them", and it's got nothing to do with bandwidth issues.

There has been at least one required update that was required because someone found a remote exploit for SL that could have been used by anyone who knew your IP address and when you were in SL. There are people actively using parcel media streams to build up databases of accounts and IP addresses to cross-reference them and identify alts. Letting people put web bugs on prims would have a devastating effect on privacy and security in SL.
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"And now I'm going to show you something really cool."

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Kim Hester
Registered User
Join date: 25 May 2008
Posts: 3
02-05-2009 08:51
Second Life lacking an effective way of putting maps on prims is a serious flaw.
I agree completely with Darien Caldwell, adding the maps as assets is an imaginary expense, and something that could be worked on to be made more effective.

HTML on a prim would be priceless. Linden Lab should eighter implement that, or (to compensate for this particular issue) at least add new functionality to LSL (key llRequestMap(string region) anyone?).

Now, I am not sure how the asset server works in its dark inner reaches, but wouldnt it be possible to re-use the same asset keys, so that the map texture for a SIM allways has the same key, even though the texture changes (i.e. just replace map.jpeg, dont replace the link pointing to map.jpeg)
Seeing as a SIM can handle 15000 prims as it is, I'm sure the asset server could handle one more key per sim.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-05-2009 08:52
From: Kim Hester
Now, I am not sure how the asset server works in its dark inner reaches, but wouldnt it be possible to re-use the same asset keys, so that the map texture for a SIM allways has the same key, even though the texture changes (i.e. just replace map.jpeg, dont replace the link pointing to map.jpeg)
Basing the key on a hash of the actual texture (or even a hash of a reduced precision version of the texture, so small changes don't force an update) would give you similar kinds of savings, without having to create a new class of modifiable assets.
_____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
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Selig Arkin
Registered User
Join date: 4 Nov 2008
Posts: 3
02-05-2009 09:22
From: Argent Stonecutter
There's a reason most email programs these days pop up a button saying "this message contains images to download from the web, click here to view them", and it's got nothing to do with bandwidth issues.

There has been at least one required update that was required because someone found a remote exploit for SL that could have been used by anyone who knew your IP address and when you were in SL. There are people actively using parcel media streams to build up databases of accounts and IP addresses to cross-reference them and identify alts. Letting people put web bugs on prims would have a devastating effect on privacy and security in SL.


Hmm true, I hadn't thought of that, but surely it could be togglable.

Or proxying for the truely parinoid. :P
Elanthius Flagstaff
Registered User
Join date: 30 Apr 2006
Posts: 1,534
02-05-2009 09:22
From: Argent Stonecutter
Basing the key on a hash of the actual texture (or even a hash of a reduced precision version of the texture, so small changes don't force an update) would give you similar kinds of savings, without having to create a new class of modifiable assets.


Well hold on. UUIDs have a very precise specification that defines how they are generated and what they mean. It doesn't sound like a good idea to start screwing around with that.
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Kim Hester
Registered User
Join date: 25 May 2008
Posts: 3
02-05-2009 09:24
From: Argent Stonecutter
Basing the key on a hash of the actual texture (or even a hash of a reduced precision version of the texture, so small changes don't force an update) would give you similar kinds of savings, without having to create a new class of modifiable assets.


From: Elanthius Flagstaff

Well hold on. UUIDs have a very precise specification that defines how they are generated and what they mean. It doesn't sound like a good idea to start screwing around with that.


Indeed, that sounds like a bigger change than what I suggested.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-05-2009 09:24
From: Selig Arkin
Hmm true, I hadn't thought of that, but surely it could be togglable.
What I suggested the first time this came up is that HTML textures on an object would appear as a dummy texture until you right-clicked them, inspected the URL, and approved access, similar to the way many pop-up and ad-blockers work now.
_____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
Coonspiracy Store - http://xrl.us/coonstore
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-05-2009 09:28
From: Elanthius Flagstaff
Well hold on. UUIDs have a very precise specification that defines how they are generated and what they mean.
Linden Labs does not follow that specification. A UUID in SL is simply a 128 bit random number.
_____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
Coonspiracy Store - http://xrl.us/coonstore
Darien Caldwell
Registered User
Join date: 12 Oct 2006
Posts: 3,127
02-05-2009 17:30
From: Argent Stonecutter
There's a reason most email programs these days pop up a button saying "this message contains images to download from the web, click here to view them", and it's got nothing to do with bandwidth issues.

There has been at least one required update that was required because someone found a remote exploit for SL that could have been used by anyone who knew your IP address and when you were in SL. There are people actively using parcel media streams to build up databases of accounts and IP addresses to cross-reference them and identify alts. Letting people put web bugs on prims would have a devastating effect on privacy and security in SL.


This isn't a concern if they do it the proper way. The page is rendered on the server to a texture, and then sent to the viewer. Any such 'bug' would get the server's IP, not yours.

Of course this would prevent having interactive flash and such, but if you're worried about someone having your IP, i'm sure you would be even more worried about someone running something like flash or activeX which could do much more harm.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
02-05-2009 17:56
From: Darien Caldwell
Of course this would prevent having interactive flash and such, but if you're worried about someone having your IP, i'm sure you would be even more worried about someone running something like flash or activeX which could do much more harm.
No, I wouldn't want flash on a prim, that's for sure.

ActiveX on a prim? Crikey, you might as well mainline smack through dirty needles.
_____________________
Argent Stonecutter - http://globalcausalityviolation.blogspot.com/

"And now I'm going to show you something really cool."

Skyhook Station - http://xrl.us/skyhook23
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Gonta Maltz
Infoaddict
Join date: 29 Sep 2005
Posts: 27
02-05-2009 20:17
From: Philip Linden
Lex: Hmm, what an interesting problem. We had never contemplated the idea of someone hacking the viewer to get access to the UUID's for the map tile. So, the problem is that the existing system isn't scalable - essentially LL is covering the bill to inject new UUID's every few days into our asset system. We are expanding our own storage system to hold the map tile data, and of course greatly increasing the update frequency (which is good for all SL users) then would cost us even more if we keep this system going.

So it seems to me that we shouldn't keep pushing map tiles into our system as assets, even to keep your system running. LL (and by extension all SL users) is paying for this cost, and it certainly wasn't an intended use. Wouldn't you tend to agree?


Just update the image and leave the UUID alone, as it should've been to begin with. Being able to display map images via scripts is extraordinary useful.
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
02-05-2009 20:33
From: Gonta Maltz
Just update the image and leave the UUID alone, as it should've been to begin with. Being able to display map images via scripts is extraordinary useful.

Was thinking about that too but how would an object update the image when the map changes, if the UUID for a regions map never changed?

I guess whatever generates the maps (this isn't done on the sim itself any more?) would have to poke the asset server then that would percolate out to the sim texture caches and user caches so anybody who had an old version would know to re-download it.. Sounds like a fair amount of work!

/me wonders if there's any other use cases for such a thing. It'd almost be like a new asset type..
Kim Hester
Registered User
Join date: 25 May 2008
Posts: 3
02-06-2009 08:14
From: Sindy Tsure
Was thinking about that too but how would an object update the image when the map changes, if the UUID for a regions map never changed?


As I understand it, the client downloads textures as it encounters them. So the map would be updated client-side when you load it.
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
02-06-2009 08:27
From: Kim Hester
As I understand it, the client downloads textures as it encounters them. So the map would be updated client-side when you load it.

But if the texture is in the clients cache, it won't re-download it - that's what the cache is for! I believe the sims also have caches and clients connected to that sim ask the sim for stuff so all the clients aren't beating up the asset servers - the sim only has to get the image from the asset server if it doesn't already have it.

So... If they change the contents of the image back on the asset server, only people who don't have that UUID in their cache and are on a sim that doesn't have that UUID in its cache will get the new image.

LL may already have some mechanism to do this - I have no idea if it exists already or not. If they don't it might be a lot of work to add it.

From: Philip Linden
...essentially LL is covering the bill to inject new UUID's every few days into our asset system.

Philip, can you (or anybody) please expand a little on what this means? Is this like the cost to add a new key/UUID to the database(s) or the cost of eating some storage space to keep the image or maybe the cost of just dropping 20-30k new images in there (regardless of if they overwrite old images as suggested above or create new ones) every time the map updates? Or maybe something else?
James Linden
Linden Lab Developer
Join date: 20 Nov 2002
Posts: 115
02-06-2009 14:30
Hello everybody. Thanks for your feedback on the map system so far. I've got one more small update: I'm going to change the URL format for the map image tiles on Amazon S3 based on feedback that the 0 padding in the URL "subdirectories" is both limiting and silly. Tiles will be uploaded to S3 with new filenames starting early next week, probably Tuesday.

Old format:
http://map.secondlife.com/1/00997/01002/map-1-997-1002-objects.jpg

New format:
http://map.secondlife.com/map-1-997-1002-objects.jpg

This will make it easier to generate these URLs from programming languages that don't have native calls for sprintf(string, "%05d", grid_x), like Javascript and LSL. It also means we can keep the format for when the grid is > 99,999 regions wide. :-)

Also, starting next week, the map tiles in the existing viewer will start to switch to the new appearance as is used on slurl.com. They will also download faster, as the new tiles are 16 KB versus about 60 KB for the old ones. (I switched us from OpenJPEG to Kakadu for our JPEG2000 library on the server side and eliminated an unused alpha channel -- the image quality is the same.) Finally, they will update more frequently, as Philip mentioned before. We're targeting having the whole map refresh about every 2 days.

James
[email]james@lindenlab.com[/email]
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