As I said in the original post these prims have no scripts in them so there are no scripts calling any missing UUID's since there are no scripts.

These prims are all simple prims that make up the helicopter. They actually have names of the link number and the one in the message showing is link #16. I placed several copies of this one prim on the test region to see if each time I added another prim the error count would increment by the number of those prims minus 1. If the asset is actually missing why can you always rez one of the prims without any errors? Only if you add another of the same object will you get one error not two. If you then delete one of them, and it does not matter which one you delete, you will once again get no errors.

Example: I rez two Bell Ranger Helicopters, one named Bell Ranger 1 the other Bell Ranger 2. I first reg Bell Ranger 1 and then do a region restart. Clean reboot with no errors. Then rez Bell Ranger 2 and do another region restart. This time one of them will give an error. Usually the second one rezzed but not always. This time it gives errors with both of them rezzed and it is telling me Bell Ranger 2 is missing some asset. Ok now I delete Bell Ranger 1, the one that did not show any errors, and do another region restart. Presto, now Bell Ranger 2 has no errors. This does not make sense.

The errors are being caused by 3 of the 33 prims that make up the helicopter. I decided to delete those 3 prims, rez a 30 prim helicopter, take it back into inventory and then placed 15 of them on the test region and did a restart. Yup clean restart with no errors.

Now those three prims I removed from the helicopter do not contain any scripts. they don't contain anything. in "contents" you see a blank list of nothing.

I took one of those defect prim parts of the helicopter, took everything else off the region so there were no prims on it at all, did a "backup" command to persist an empty region, and placed two of these single prim objects on the region. Yup it gives one error not 2 errors. Looking at the log it shows there are absolutely no scripts at all on the region. So your idea this is something in a script does not hold water.

One thing I did notice is that all 3 of the defective prims are sculpted. Not being a creator, I have no idea what complexity this makes them. There sure isn't much in the edit window that tells you what might be wrong with them. Obviously something is wrong.

Visually they appear to be perfect. Is there any way to fix these defective prims by performing some kinds of edits on them? Maybe export it to an OAR and then import it back in?

Lets make this very simple.

Here is a log from the region restart with only 2 defective prims on the region. They are called (#16 prim a) and (#16 prim b) They came from my inventory from the same object and I changed the name so it would be different. They are identical in looks and are one of the defective prims from the helicopter.

2018-09-09 19:30:45,523 INFO [SCENE]: Secure permissions loading enabled, modules loaded: DefaultPermissionsModule
2018-09-09 19:30:45,524 INFO  [SCENE]: Loading land objects from storage
2018-09-09 19:30:45,622 INFO  [SCENE]: Loading objects from datastore
2018-09-09 19:30:45,664 DEBUG [REGION DB]: Loaded 2 objects using 2 prims
2018-09-09 19:30:45,665 DEBUG [REGION DB]: Loaded inventory from 0 objects
2018-09-09 19:30:45,666 INFO  [SCENE]: Loaded 2 objects from the datastore
2018-09-09 19:30:45,687 DEBUG [USER MANAGEMENT MODULE]: Caching creators' data from TSim SBox (2 objects)... 2018-09-09 19:30:45,688 DEBUG [SCENE]: Unable to parse Uri osgrid.org/ for CreatorID osgrid.org/;Basil Sosides 2018-09-09 19:30:45,688 DEBUG [SCENE]: Unable to parse Uri osgrid.org/ for CreatorID osgrid.org/;Basil Sosides 2018-09-09 19:30:45,688 DEBUG [SCENE]: Unable to parse Uri osgrid.org/ for CreatorID osgrid.org/;Basil Sosides 2018-09-09 19:30:45,688 DEBUG [SCENE]: Unable to parse Uri osgrid.org/ for CreatorID osgrid.org/;Basil Sosides 2018-09-09 19:30:45,691 DEBUG [WORLD MAP]: Generating map image for TSim SBox
2018-09-09 19:30:47,528 DEBUG [WARP 3D IMAGE MODULE]: GC.Collect()
2018-09-09 19:30:47,630 DEBUG [WORLD MAP]: Storing map image f3962209-4836-4784-9028-bf38e32826b7 for TSim SBox 2018-09-09 19:30:47,999 DEBUG [WORLD MAP]: Region TSim SBox has no parcels for sale, not generating overlay 2018-09-09 19:30:48,055 DEBUG [MAP IMAGE SERVICE MODULE]: Upload maptile for TSim SBox 2018-09-09 19:30:48,472 DEBUG [MAP IMAGE CONNECTOR]: map tile uploaded in 413ms 2018-09-09 19:30:48,484 DEBUG [GRID SERVICE]: Region TSim SBox (aaf11010-a946-11e8-b568-0800200c9a66, 256x256) registered at 10046,9996 with flags RegionOnline 2018-09-09 19:30:48,613 INFO [SCENE]: Initializing script instances in TSim SBox 2018-09-09 19:30:48,616 INFO [SCENE]: Initialized 0 script instances in TSim SBox
2018-09-09 19:30:48,637 INFO  [ubOde] 0 prim actors loaded
2018-09-09 19:30:48,637 DEBUG [WATCHDOG]: Started tracking thread Heartbeat-(TSim_SBox), ID 67
2018-09-09 19:30:48,649 INFO  [SERVER BASE]: Running startup_commands.txt
2018-09-09 19:30:48,649 INFO  [SERVER BASE]: Running 'fcache assets'
2018-09-09 19:30:48,817 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object # 16 prim b at <151.8857, 124.0645, 23.24585> in scene TSim SBox when pre-caching all scene assets 2018-09-09 19:30:50,502 DEBUG [SCENE COMMUNICATION SERVICE] Informing 0 neighbours that region TSim SBox is up

There are some interesting facts about this simple test.

In my region database there are only 2 objects in the database and they are these two objects I have on the region. The missing asset UUID listed in the debug information isn't in the region database so I have no idea what the missing asset even is.

Another interesting thing is that there are four debug messages for the missing creator who is apparently no longer on OSgrid, or OSgrid has changed their uri name and do not support previous names they might have used. But why 4 debug messages? There are only 2 objects on the region and each object only has the UUID of the creator in it once. I count 2 not 4 so why is debug giving 4 messages when there are only two objects? And why has OSgrid abandon a uri name and not made any effort to update existing asset server items to the new uri name?

I know who cares. well unless you do not give a crap about using up tons of server resources, everyone should care about useless, wrong, redundant, information spewing out from opensim unless it is actually telling someone something useful. I guess using cycles isn't a concern but when it happens over and over, you are using billions of server cycles doing absolutely nothing, Cycles that could have been used to perform useful functions.

Is any of the information the debug statement has in it useful? What is a type 0 asset? Does that give some clue as to what is wrong?

OSgrid has so much bad content I almost wish they had started over fresh after the asset server crash. At least then content could have been filtered and bad contend prevented from ever finding it's way onto the grid. Without content opensim is a useless program. That should make bad content enemy number one for a program, not something you just put up with.

I can't believe there isn't something I can do to fix this particular object so that it can become "good" content and be a good player on OSgrid or any grid. Is there a rule that once a prim is bad it will always be bad, and can not be fixed? Is there a way to remove this mysterious missing asset reference since it apparently isn't needed?

if I can figure out a way to fix this broken content, I can make it good and then give a good copy to my residents and get rid of these pages of errors and reduce region start up time to a reasonable amount of time.

And about the missing creator, can I simply edit that UUID in the database to be a NULL UUID and get rid of that error. A simple script on my server could easily do that to all my database entries that matched un-resolved uri's. And my logs have thousands of them. Most are from offline HG grids.

Lastly the elephant in the room is, why no errors if only one copy of a bad prim is on the region?

Tom






-----Original Message----- From: Luisillo Contepomi
Sent: Sunday, September 9, 2018 4:03 AM
To: [email protected]
Subject: Re: [Opensim-users] Start-up cache errors

Search this uuids in your scripts for particles in the object.
You have this alert when a texture is referenced in a script but this
uuid do not exist in database.
For example textures for particles in a old steam or smoke script.
The script for steam work with a "null" texture but the texture
referencen is not in your database.
Change the lost uuids in the scripts if you like or ignore this alert.
Is not a bug.
You have the same error for the same scripts when do a oar file.
Best regards,
Luisillo

El dom., 9 sept. 2018 a las 3:12, <[email protected]> escribió:

I have run into an issue with startup on several of my regions where objects give the following type of error messages.

2018-09-08 04:02:26,789 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object BELL JET RANGER 1 at <132.1236, 118.9563, 22.35113> in scene TSim SBox when pre-caching all scene assets 2018-09-08 04:02:26,831 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object 16 at <152.8813, 124.0645, 23.24585> in scene TSim SBox when pre-caching all scene assets 2018-09-08 04:02:26,832 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object 16a at <152.8813, 125.5601, 23.24585> in scene TSim SBox when pre-caching all scene assets 2018-09-08 04:02:26,832 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object 16 at <152.8813, 127, 23.24585> in scene TSim SBox when pre-caching all scene assets 2018-09-08 04:02:26,837 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 76651050-938e-b7f3-b536-124234244801, type 0 referenced by object BELL JET RANGER 2 at <128.8181, 127.7495, 22.35113> in scene TSim SBox when pre-caching all scene assets 2018-09-08 04:02:26,838 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 75505ead-72db-bdaf-ad5a-e64417799714, type 0 referenced by object BELL JET RANGER 2 at <128.8181, 127.7495, 22.35113> in scene TSim SBox when pre-caching all scene assets 2018-09-08 04:02:26,838 DEBUG [FLOTSAM ASSET CACHE]: Could not find asset 9e088338-3760-aa08-e02d-bd2ae0aba20e, type 0 referenced by object BELL JET RANGER 2 at <128.8181, 127.7495, 22.35113> in scene TSim SBox when pre-caching all scene assets

The interesting thing is that the asset it can not find is usually one part of the overall object. I discovered while trying to find what it is that was missing another anomaly to this issue. If for instance like in this example I am trying to figure out what parts of the BELL JET RANGER helicopter is missing. If you only rezz one helicopter you get no errors at all. Then for every additional helicopter you rezz you get one error for each part of the helicopter that is having this issue. This helicopter has three prims that make up the object with some sort of “missing asset” problem.

I unlinked one of the test helicopters and slowly deleted each prim then did a region restart to see when the error went away. I got it down to the three defective prims but I have no idea what is defective about these prims. They show up just fine, and none of them have any scripts in them. I tried changing the textures to be blank, or default, and even changed the colors to see if that could fix the defective prim. I have no idea what the UUID is pointing to that is part of these prims.

This problem is what is causing my start-up time for my 4 x 4 var regions to be in the 15-20 minute range. Even longer if I delete the cache forcing it to retrieve them from the OSgrid asset server. This is another interesting thing, if I delete the cache, on the first restart I get no errors even with multiple failing objects on the region. However all subsequent restarts do show the errors.

It is bewildering to me why if you have only one of these on the region there are no errors but as soon as you have more than one. all but one will give an error.

What caught my eye is many of the residents I have love to use the “Clubmaster Dance Machine” which is a 1 prim object and it has this problem. If there is only one on a region no errors but if you have more than one you get, total errors = total defective objects-1.

There is clearly something wrong with the prim, but I am at a total loss as to how to fix whatever it is that is wrong with the prim.

It does not appear to be causing any problems other than slow start-up and the log file full of hundreds and even thousands of these error messages which make looking for any problem impossible in a log that grows to be 10,000 lines long in the first 20 minutes of operations.

I’m wondering if this is some sort of bug in opensim because a single one of these”defective” objects does not produce any error messages at all in the testing I have been able to do so far.

Tom
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