Archive for the 'opensim' Category

Sculptie Physics in OpenSim

Friday, May 9th, 2008

In secondlife sculpties only collide on bounding boxes, which make them really only suitable for visuals, not for part of complex builds. Due to some early work done by Teravus this week, that’s no longer true for OpenSim. We’re now creating a tri-mesh collision surface for sculpties and passing that into our physics engine. This code is young (only a week old), but you can see a demo of results below.

Sculptie Physics on OpenSim from Dahlia Trimble on Vimeo.

Popularity: 2% [?]

llTargetOmega in OpenSim, an epic journey in OpenSim prim updates

Friday, May 9th, 2008

A few weeks ago I had an email conversation with Dale Innis about llTargetOmega support in OpenSim. This script function lets you set the angular velocity on a prim, which the client then interprets and displays spinning objects. It is not guarunteed to be synchronized between all clients, but it provides a rather useful visual effect regardless.

llTargetOmega didn’t work for us a week ago, which confused me, as I saw that in the LSL portion of our code it was doing exactly the right thing and setting the angular velocity correctly. I should work, but it didn’t. In the lack of it working people were setting fast timers that pushed out rotation updates. This caused a lot of extra load on the server, and was really the wrong approach for this.

Take 1: Terse Updates

OpenSim has 2 paths to sending information about Prims to the client (we’ll get to the first one later). Terse Updates are a small update packet that contains just a bit of information on updated textures and some of the vectors used to establish prim position, velocity, acceleration, rotation, and angular velocity. When a prim is updated in the environment, Terse Updates are used to tell all the other clients about that change. One of the heavy users of the Terse Update path is the physics engine, as all the vectors the physics engine changes are in there. We’ve seen a lot of work on the Terse Update path as physics have gotten more and more tested.

On Tuesday I finally dug in and traced our Terse Update path, and found an interesting thing. When the object was physical (i.e. movement coming out of the physics engine) we did the right thing for Terse Updates. When it wasn’t, we hard coded all the velocities to zero. So even if things were rotating, any time we sent an update we’d stop them.

Author: sdague
Date: 2008-05-06 15:17:00 -0700 (Tue, 06 May 2008)
New Revision: 4543

Modified:
trunk/OpenSim/Framework/IClientAPI.cs
trunk/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
trunk/OpenSim/Region/Environment/Scenes/SceneObjectPart.cs
trunk/OpenSim/Region/Examples/SimpleModule/MyNpcCharacter.cs
Log:
send actual velocity and angular velocity in terse updates
instead of hardcoding to zero when the primitive is non physical.
llTargetOmega should work now.

Ok, so life is good, the issue is fixed, and we move on.

Except… it wasn’t.

CSI: OpenSim, getting to the bottom of this

At this point a whole bunch of people on the IBM side jumped in. Mike Osias had a build that was on it’s knees due to use of fake rotation, so he had all the good test cases, and opened mantis 1166. I’m not a scripter, so I needed some examples to know what should work. Alan Webb started to dive in and try to figure what was going on as well. I figured I’d spend an hour on it to try to figure out where things were at before getting back to avatar appearance bits.

After abount an hour Alan and I started comparing notes. The code in this area is extra confusing because we’ve got 2 vectors for angular velocity. An, no, they aren’t actually different in any real way. Lots of people have tried to rationalize that they do different things, but they don’t. This is cruft, and is part of what happens in an organically growing open project. The AngularVelocity / RotationalVelocity thing an opensim appendix, and should be surgically removed at some time in the near future.

But the behavior was even odder. I could set llTargetOmega on an object, and it wouldn’t move. Then I’d touch it, and it would. I got Mike into my test environment and was looking at a spinning cube.

“Ok, you see that cube spinning?”

“No”

I grab it and move it. “What about now?”

“Yes, spinning now.”

At this point I was confused a lot. Why would that be?

Take 2: Full Updates

I said there were 2 ways of a client finding out about prims, and this gets us back to the first one. In addition to Terse Update, there is what we call Full Updates, which are really just the full prim definition being sent down the wire. This is everything we know about the prim. This packet is also marked as reliable, to make sure the client doesn’t drop it (terse updates are droppable).

And now we get back to organic code bases. One of the big activities since October was working physics in opensim. Lots and lots of work were spent on Terse Updates. Very little work was spent on full updates. It turned out that Full Updates were always hardcoding all the motion vectors to zero. The SendPrimitiveToClient function predates both physics and scripting by months. In a pre-physical opensim world passing the motion vectors didn’t make any sense, as there wasn’t anyway to set those values. The code worked well, so no one was really looking at it again, at least not in this specific area.

TerseUpdates (sent on minor prim movement) would make things spin. Full Updates (sent on initial prim rez, or after calls to osSetDynamicTextureURL) stopped the spinning. My earth projector turned out to be the perfect test case for this once I added rotation to the globe.

Originally I was going to punt on this and leave it to someone else, but then the thrill of the chase got to be too much. But there was one problem. This information is sent to the client in a 60 byte array, with basically undocumented positions. It was easy to fix terse updates because someone had already sorted it out, and I just needed to copy the decoding pattern there. For FullUpdates, it was more of a trial and error approach, represented by a series of checkins, reverts, and new attempts.

You know what happens when you get that array wrong? Spectacular fail. 3/4 of prims aren’t in the right place, and touching an image board (user of osSetDynamicTextureURL) makes it fly away to some other part of your sim. Maybe in space. I eventually figured out a workable serialization:

Author: sdague
Date: 2008-05-07 12:44:22 -0700 (Wed, 07 May 2008)
New Revision: 4566

Modified:
trunk/OpenSim/Region/ClientStack/LindenUDP/LLClientView.cs
Log:
seriously hope this gives us rotation and rotational velocity

As you can see, I was getting a little punchy on changelog entries.

So we’re done and fixed, and back to work…. well not quite.

Take 3: Deselected Objects

When you edit an object the client stops it’s motion, as nothing would be more evil than trying to edit an object that is flying away from you at 60 m/s. When you’ve deselected the object it tells the server. But the object is stopped. The client needs to be told again that it is spinning. I got that critical information from melanie on IRC, which was enough to pass on the buck.

We had Mike almost working, and Mike is no slouch on our code base (he’s sent in a couple dozen patches in the past), so I flipped this one back to him with “we’re almost done, but you’ll need to find the right place in the deselect path to generate a Terse Update. Then I think we’ve got full llTargetOmega support.”

A day later Mike sent in this final patch:

Author: sdague
Date: 2008-05-08 05:48:29 -0700 (Thu, 08 May 2008)
New Revision: 4585

Modified:
trunk/OpenSim/Region/Environment/Scenes/Scene.PacketHandlers.cs
Log:
From: Michael Osias <mosias@us.ibm.com>

Patch to schedule terse update on deselect, specifically so llTargetOmega
sets rotational velocity on deselect.

This should complete our llTargetOmega support and fix:
http://opensimulator.org/mantis/view.php?id=1178

And now. For real. llTargetOmega works.

Final Thoughts

Avartar Appearance as a User Service isn’t coming this week, sorry folks. The above epic took much of my hacking time this week. It was a pretty solid educational experience for me in the way we actually communicate the contents of the Scene to the client, which was good to learn after a year on the project. :)

Something else to take away from this. Lot’s of focus is currently on the OpenSim scripting implementation, as it should be, as that’s a huge user visible portion of our function. llTargetOmega it self is < 6 lines of implementation. But our supporting scene model needed some work to actually get that info to the client.

I get asked all the time “how long until my favorite feature X is implemented”, and the answer is always an unsatisfying (to me and them), “I’m not sure”. Sometimes the plumbing is already there, and it’s quick. Other times we’re doing deep dives into our code base to implement what seems to the user to be a very simple function.

We’re making constant forward progress, I’d even say rapid constant forward progress, but patience is always a good thing. Also, if you want OpenSim to work for whatever you application is, you should be trying to use it now and filing bug reports. That’s how we function, personal itches, and knocking of mantis reports. Any ability that you have to narrow the bug to a specific section of code (even if you don’t have a fix), helps a lot as well, as it removes possibly hours of core developer time trying to track down where things fail.

Popularity: 2% [?]

When Child Agents Go Wrong

Monday, April 28th, 2008

This is a snap shot from right before OpenSim Office hours last Tuesday, in a neighboring region. It appears that we’ve incorrectly made our child agents visible, which has some really fun effects on the viewer.

Bugs are so much more amusing in 3D.

Popularity: 36% [?]

Things that make my week…

Friday, April 18th, 2008

This comment on twitter from RichWhite, one of the leaders of EduSim:

@sdague - you realize you Opensim developers will be raised to “saint” status in the k-12 distance education field some day.

Man, what a great way to end a week.

Popularity: 53% [?]

Mono 1.9 install script

Saturday, March 29th, 2008

Unfortunately no one has made ubuntu packages yet, however here is a script that I built based on Dirk’s post to automate mono 1.9 installation onto Ubuntu environments.

#!/bin/sh

# This is needed to pick up our built mono for commands
export PATH=/usr/local/bin:$PATH 

apt-get install build-essential bison gawk
apt-get install libglib2.0-dev
apt-get install libpng12-dev libx11-dev libfontconfig1-dev
apt-get install libfreetype6-dev libjpeg62-dev libtiff4-dev
apt-get install libungif4-dev libexif-dev libcairo2-dev
apt-get install libpango1.0-dev libgtk2.0-dev libglade2-dev
apt-get install libgnome2-dev libgnomecanvas2-dev libgnomeui-dev
apt-get install libgnomeprint2.2-dev libgnomeprintui2.2-dev
apt-get install libpanel-applet2-dev libgtksourceview-dev
apt-get install libgtkhtml3.14-dev

BUILDDIR=~/mono-build
mkdir -p $BUILDDIR
cd $BUILDDIR

wget http://go-mono.com/sources/libgdiplus/libgdiplus-1.9.tar.bz2
tar xvf libgdiplus-1.9.tar.bz2
cd libgdiplus-1.9
./configure --prefix=/usr/local
make
make install
cd ..

wget http://go-mono.com/sources/mono/mono-1.9.1.tar.bz2
tar xvf mono-1.9.1.tar.bz2
cd mono-1.9.1
./configure --prefix=/usr/local
make
make install
cd ..

wget http://switch.dl.sourceforge.net/sourceforge/nant/nant-0.86-beta1-src.tar.gz
tar xvf nant-0.86-beta1-src.tar.gz
cd nant-0.86-beta1
make install --prefix=/usr/local
cd ..

wget http://go-mono.com/sources/gtk-sharp210/gtk-sharp-2.10.4.tar.bz2
tar xvf gtk-sharp-2.10.4.tar.bz2
cd gtk-sharp-2.10.4
./configure --prefix=/usr/local
make
make install
cd ..

wget http://go-mono.com/sources/gnome-sharp2/gnome-sharp-2.16.1.tar.gz
tar xvf gnome-sharp-2.16.1.tar.gz
cd gnome-sharp-2.16.1
./configure --prefix=/usr/local
make
make install
cd ..

wget http://go-mono.com/sources/gtksourceview-sharp2/gtksourceview-sharp-2.0-0.12.tar.bz2
tar xvf gtksourceview-sharp-2.0-0.12.tar.bz2
cd gtksourceview-sharp-2.0-0.12
./configure --prefix=/usr/local
make
make install
cd ..

cd mono-1.9
wget  http://go-mono.com/sources/monodoc/monodoc-1.9.zip
unzip monodoc-1.9.zip
cd monodoc-1.9
./configure --prefix=/usr/local
make
make install
cd ../..

wget http://go-mono.com/sources/mono-tools/mono-tools-1.9.tar.bz2
tar xvf mono-tools-1.9.tar.bz2
cd mono-tools-1.9
./configure --prefix=/usr/local
make
make install
cd ..

wget http://ftp.novell.com/pub/mono/sources/mono-debugger/mono-debugger-0.60.tar.bz2
tar xvf mono-debugger-0.60.tar.bz2
cd mono-debugger-0.60
./configure --prefix=/usr/local
make
make install
cd ..

wget http://ftp.novell.com/pub/mono/sources/heap-buddy/heap-buddy-0.2.tar.gz
tar xvf heap-buddy-0.2.tar.gz
cd heap-buddy-0.2
./configure --prefix=/usr/local
make
make install
cd ..

wget http://ftp.novell.com/pub/mono/sources/mono-addins/mono-addins-0.3.1.tar.bz2
tar xvf mono-addins-0.3.1.tar.bz2
cd mono-addins-0.3.1
./configure --prefix=/usr/local
make
make install
cd ..

wget http://ftp.novell.com/pub/mono/sources/monodevelop/monodevelop-1.0.tar.bz2
tar xvf monodevelop-1.0.tar.bz2
cd monodevelop-1.0
./configure --prefix=/usr/local
make
make install
cd ..

Popularity: 100% [?]

Fun with Morphing

Tuesday, March 18th, 2008

After a bit of playing around with gtkmorph tonight, I came up with this morph between myself and my Second Life avatar Neas Bade. I haven’t quite figured out where I’m going to use this yet, but it seemed like something handy to have. I need to actually replicate my avatar shape into the various OpenSim environments that I use, which I haven’t gotten around to yet, but will soon.

Popularity: 56% [?]

Further Thoughts on Open Virtual Worlds

Monday, March 17th, 2008

I was just lucky enough to be a participant in the Open Source, IP and Privacy in Virtual Worlds Life 2.0 panel in Secondlife. I would have to say being on the floor with such incredibly big names as Zero Linden, Eben Moglen, and Zha Ewry was rather humbling, even if I know Zha pretty well in real life. All of them have incredible thoughts on the space, and I personally learned quite a bit through the panel. An additional thought occurred to me after the panel, which isn’t all that fleshed out, but worth at least jotting down (I’m sure I’ll have a few more of these random thoughts over the next few days).

Freedom to Leave in Virtual Worlds

Eben talked very eloquently on the two powers provided by participants in an environment: Voice and Exit. While we explored both of them on the panel, something occurred to me is that Exit is really not all that possible today in any Virtual World sense. You can decide not to participate, but you don’t really have the freedom to leave.

“freedom to leave”, an open-standards based assurance that users can move their data easily between interoperable platforms and services.

Today, if you decide to leave any virtual world platform (even OpenSim), you pretty much have to leave you data behind. I think that one of the features people will be looking for in the virtual worlds of tomorrow is the same freedom to leave that they get from any standard web or mail infrastructure provider today. Part of what has made Google successful in the application hosting space is by ensuring it’s easy to leave the platform.

One of the biggest reasons I left LiveJournal was that it was hard to leave, and the longer I built up content in that environment, the harder it was going to be for me to get it out.

Popularity: 54% [?]

Open Source, IP and Privacy in Virtual Worlds panel tomorrow

Saturday, March 15th, 2008

Tomorrow I’ll be participating in part of the Life 2.0 series on Open Source, IP, and Privacy in Virtual Worlds as a panel member in Second Life. It’s quite a line up of folks, so I encourage anyone interested in the subject to come join us in world.

Popularity: 44% [?]

Planet OpenSim Gets a Facelift

Thursday, March 13th, 2008

Some hacking last night got the bulk of the Planet OpenSim site pulling style elements directly from the OpenSim wiki, which makes for a much more unified them experience. 

We’re now tracking 10 blogs on Planet OpenSim, with lots of very good information on OpenSim development and usage being written up by members of the community.  If you’ve got an OpenSim relevant blog and would like to be included on the list, please just drop a comment on this post to tell me about it.

Popularity: 35% [?]

Hacking on OpenSim Infrastructure: Mantis Improvements For The Win!

Wednesday, March 12th, 2008

Among other roles in the OpenSim project, I’m reluctant admin for most of the opensimulator.org infrastructure. Infrastructure being defined as: scm repo (subversion and mercurial), bug tracker (mantis), and wiki (media wiki).

Recently I decided to do some hacking on our mantis tracker to make it work better for the project. There was a very real reason to do this, our mantis has over 350 open and unassigned issues, and was starting to get massively ignored by most developers as it was far too overwhelming to route out real issues in mantis vs. stale issues vs. user errors in such a large sea.

The first change in this area was creating an osmantis bot. This is an IRC bot that spits out a message in our #opensim-dev channel on every mantis change. This brings the same level of visibility to our bugs as to our svn commits (which get the same treatment). This involved a rather brutal amount of hackering in mantis, and a perl IRC bot that runs on opensimulator.org. If you’ve been on IRC at all in the last couple of weeks you’ve seen it.

This morning I introduced 3 new states related to patches (patch included, patch feedback, patch ready). The agreed policy of OpenSim is that patches come in via mantis. However, as nothing really makes patches stand out more than regular issues, we were loosing a lot of patches in mantis. I believe our oldest patch in mantis which clearly hadn’t been looked at by anyone was over 3 months old. Not a great state to be in. With the new set of states mantis issues with patches can be set to patch included as part of triage. This will make them pop up to the top of everyone’s attention.

Another issue we’ve had is that users can’t close their own issues. I just fixed that (I think), so if you have reported issues via OpenSim mantis I’d ask to go check to make sure they still look valid. If they aren’t, please close them, to help us clean up the current state of things.

I’m hoping these changes make it easier for us to manage issues coming into the project, and make using mantis more effective for everyone.

Popularity: 16% [?]