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data from dataserver not always actualized...

Satx Bouras
Registered User
Join date: 12 Jan 2007
Posts: 6
11-02-2007 04:18
Hi,

dealing around with dataserver requests, I noticed that some data you get back at some timepoint may not be really actualized yet, it doesn't correspond to the real situation in SL. I may have to wait for several minutes until the dataserver delivers the correct data. Is this a known behaviour?

Let's make it clear with a small, easy example, I tried out with a friend. I get his online-status with the typical combination of llRequestDataAgent and dataserver. As soon as he logs on/off. if he is/was nearby me, I can almost instantly get his correct status back. But if he is on a sim far away, I get his old, now wrong status still for a while, and several minutes may pass (even up to 8 mins), until I receive back his correct online/offline status.

I'm *not* talking about dataserver timeouts, but about not yet actualized data in the backend from where I get the dataserver data. Can anyone explain/confirm/criticize this observation? Is it true, that data actualization is fast while being on the same sim and slow for data actualized on a sim far away? I guess it could have to do something with data propagating through several servers, until it arrives at the one, where my dataserver requests are pulling it out.

While this example isn't critical I think, there maybe other dataserver requests/applications where this time shift in getting informations is not acceptable.
Thanks for any advice or comments,
satx
Hewitt Huet
Registered User
Join date: 25 Mar 2007
Posts: 3
11-02-2007 06:18
Yup. Dataserver requests/replies are notoriously wonky. You'll get back data thats not real time, or no data at all. The function has always worked this well as long as I've been here XD
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-02-2007 10:04
I think dataserver checks the local sim for agent dat first, then checks the backend. it may even query all local sims before checking the backend...

similarly the sim has to report it's data to the neighbors (for handoffs) and also to the backend.... if the backend queue is long it may not be timely... also the backened my have a timeout before updating, so that it isn't processing multiple rapid changes like sim handoffs.

also if a request can't be handled locally (agent not last in sim) then the request gets passed to the backend which may be queued

if the sim drops an av connection, but there is a failure in reporting it, the av may be stuck in the world, (apparently the sim still renders the av untill it gets confirmation), which can cause an av to be stuck inworld, and the user unable to log on (because the back end says they are there, and the sim confirms it has that av still)
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Satx Bouras
Registered User
Join date: 12 Jan 2007
Posts: 6
11-02-2007 11:01
Thanks for the infos. It's what I was suspecting...

Maybe it's not very important for the data obtained from dataserver to be realtime synced (although I'm thinking on some "online"-scanners sold inworld, which might not deliver accurate data in this case). Hope that other requests (e.g. through the money event) work more reliable...
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
11-02-2007 13:01
From: Satx Bouras
Thanks for the infos. It's what I was suspecting...

Maybe it's not very important for the data obtained from dataserver to be realtime synced (although I'm thinking on some "online"-scanners sold inworld, which might not deliver accurate data in this case). Hope that other requests (e.g. through the money event) work more reliable...

well the sim has no reason to store info for money or each account, so I'd imagine that goes straight to backend, and is probably handled by a different server anyways
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