Start-up cache errors

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Start-up cache errors

tringate
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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Re: Start-up cache errors

Luisillo Contepomi
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, <[hidden email]> 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
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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Re: Start-up cache errors

tringate
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: [hidden email]
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, <[hidden email]> 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
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
_______________________________________________
Opensim-users mailing list
[hidden email]
http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users 

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Re: Start-up cache errors

AJLDuarte
Hi,
        Maybe you can give me copies of those prims so I can take a look to what is happening.
        - Many debug messages where made for devs to read logs like this, not end users
        - asset type 0 is texture ( or sculpt map )
        - grids can't scan all assets to fix creator id, just because they now have 2 many of them.
                And creator ID had been broken in several different ways.
        - only one object not giving error is a bug ill fix soon.

        But first I would like to see why and what is reported missing.

        Yes old grids are filling with very broken or bad content, but not easy to clean that without loosing the 0.01% old things that are good.
        Even old freebies shops like wright plaza have now tons bad content.

Ubit

Ps: why do you run that cache scan at all startups? That’s a heavy thing.



-----Original Message-----
From: [hidden email] [mailto:[hidden email]] On Behalf Of [hidden email]
Sent: Monday, September 10, 2018 02:21
To: [hidden email]
Subject: Re: [Opensim-users] Start-up cache errors

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: [hidden email]
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, <[hidden email]> 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
> _______________________________________________
> Opensim-users mailing list
> [hidden email]
> http://opensimulator.org/cgi-bin/mailman/listinfo/opensim-users
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Re: Start-up cache errors

tringate
Ubit,

Thanks for your quick response.
I will be happy to give you a copy of the three prims that are bad in the
helo.  I'll look for you online as I know you frequently show up at LBSA.

Your comment about doing the cache scan intrigues me.    I do not do that
OSgrid distribution has that set to run in the start_commands.txt file.  As
best I can tell it has been
set like that for years.  I agree it is a heavy load because that step in
startup takes a very long time on a large VAR even if there are no errors.

Do you know why OSgrid would be having that done as part of their
distribution?  I gather you feel it is something that is not necessary.

I under stand about the creator ID problem.  I don't think there is anything
a user could do other than "blank out the creator ID using save and load OAR
using the option to set all ID to the owner or whatever that option does.  I
think it's the publish option but it has been years since I read about any
of that.

On a hunch I have been trying some things to see if I can fix these broken
prims and I discovered using a self deleting script to set the texture of
the prim to "blank" causes the error to vanish.  It did for two of the prims
I have out on the tsim sandbox region so tomorrow I am going to attempt to
use this trick on all three broken prims in the Helo and then see if I can
rez several copies of the helo with no missing asset debug messages.

I would like to remove the cache scan in the start_commands.txt file to as
that would really improve my VAR region start times.  I do worry what doing
that might cause in some other area of performance though.

Tom



-----Original Message-----
From: AJLDuarte
Sent: Monday, September 10, 2018 4:58 AM
To: [hidden email]
Subject: Re: [Opensim-users] Start-up cache errors

Hi,
Maybe you can give me copies of those prims so I can take a look to what is
happening.
- Many debug messages where made for devs to read logs like this, not end
users
- asset type 0 is texture ( or sculpt map )
- grids can't scan all assets to fix creator id, just because they now have
2 many of them.
And creator ID had been broken in several different ways.
- only one object not giving error is a bug ill fix soon.

But first I would like to see why and what is reported missing.

Yes old grids are filling with very broken or bad content, but not easy to
clean that without loosing the 0.01% old things that are good.
Even old freebies shops like wright plaza have now tons bad content.

Ubit

Ps: why do you run that cache scan at all startups? That’s a heavy thing.



-----Original Message-----
From: [hidden email]
[mailto:[hidden email]] On Behalf Of
[hidden email]
Sent: Monday, September 10, 2018 02:21
To: [hidden email]
Subject: Re: [Opensim-users] Start-up cache errors

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: [hidden email]
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, <[hidden email]> 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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