Building Tests on OpenSim on Rezzable Grid

Linking on OpenSim

Editor's (ok...Rar's) Note: A lot of builders have been moaning about OpenSim crashing while trying to torture make stuff on our private grid. There can be some random enough viewer crashes and things not being where you might have expected them when you come back inworld. So, we asked the OpenSim gurus at TribalMedia to take a more serious look at linking/unlinking issues. Below is Stefan's report. Net Net--> it is ok to make stuff. And also please sign-up to check out our Private Grid Alpha and share your comments and report bugs!

There's been a lot of talk lately about OpenSim and its suitability for the serious builder - most commonly, people have heard that 'building doesn't work over at OLG and that's OpenSim, so building doesn't work'. There have also been some reported bugs and prior to v0.62 release random viewer crashes while manipulating prims.

To try to get a grip on this, Rezzable have embarked on a journey to make sure OpenSim grids become an even better place to express yourself and get maximum out of your creative skills.

As a first step, Darren and I had a look at reported issues with linking/unlinking - basically, we had a look at the bug repository and from that, we created a link/unlink testing page on the OpenSim wiki.

To cut to the chase--A LOT has been fixed in OpenSim v0.6.2, but two issues still remain;

* When linking/unlinking large sets (>500) the client becomes unresponsive and laggy.

* When unlinking and deleting child prims, they might re-appear after region restart.

The explanation for the first one is simply that it takes quite a long time to store all those link set changes to the database, as the region server stores the prim changes (linking and unlinking basically means changing who is the parent of that prim) rather naively, one by one. (This behaviour is actaully seen in all large-set operations, like massive deletions)

While there's definitively room for performance gains there, until database accesses gets optimized one workaround is to try not to work with large sets.

The complete list of test results is provided at the end of this post. If you have encountered any other building problems we encourage you to either post a comment here or endeavour to post a bug report on the OpenSim bug tracker. The more and better bug reports we get, the bigger the chance the issue gets addressed quickly by the core dev team or a patcher.

To make sure we do our most to nail down those bugs, Darren and I spent most of the last two days testing the linking and unlinking of prims on the alpha grid. We started by collected all the reported opensim bugs in this area (including bugs that had been reported as fixed) and creating a set of test cases to see if we could replicate those problems.

Out of the eleven areas where issues had been reported, we were only able to find current issues in two of those, the ones reported above.

A short summary of the tests and those two issues are:
 

  • Linking prims one by one into a link set, causes rotation issues on child prims: Passed without any problems.
  • Editing rotations linked parts within linksets: Passed without any problem.
  • When creating or shift-drag copying a link set of 6-8 prims (or larger) [with a distance bewteen each prim of >10], by linking all the child prims in one go, the child prims will not collide with avatars/other prims: Passed without any problems.
  • Changes to hollow, twist and other prim settings, on child prims in a linkset, don't stick once the linkset is moved or unlinked. The prims revert back to old values. Passed without any problem.
  • Extending a linkset breaks the rotation of child prims. Passed without any problem.
  • Sometimes, linking a linkset to another linkset would cause prims to rotate randomly. Passed without any problem.
  • When linking two or more linked sets together and at least one of the linked sets contains hollowed and/or cut cylinders. Prims rotation will “explode”. Passed without any problems
  • Rotation of child prims become jumbled after adding a rotated prim or secondary link set to an existing link set: Passed without any problems
  • Unlink from >=~500 linked prims end with avatar freeze and slow to respond region: For the user who unlinked the set, he doesn't see the region responding to his movements or commands, but other users on the same region can see him moving around. Also for those other users the region can be slow to respond to any commands.
  • After unlinking and deleting parts of a linkset, then logging off and back on, the deleted parts will still be there: Passed without any problems.
  • After unlinking and deleting parts (or taking them into inventory) of a linkset, then restarting the region, the deleted parts will still be there: Restarting the region after unlinking and then deleting a prim or taking it into inventory, will result in the prim being back as part of the linkset, after the restart.
     

Fully details of the tests can be find at: http://opensimulator.org/wiki/Prim_Linking_Testing
 

 

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