Showing posts with label rolling restarts. Show all posts
Showing posts with label rolling restarts. Show all posts

Thursday, January 27, 2022

Technical Difficulties For The Grid on Tuesday

 *

Tuesday January was the day rolling restarts were done this week around the Grid. Usually they go routine. But this time something went wrong. Some residents would have trouble logging in, and others noted some sims looked offline. When I tried logging in on Sunweaver Bay, the login screen got stuck in the middle of the progress. In various Second Life Discord channels, people noted their difficulties.

Eventually, the Lab noticed there was a problem, and posted on the Grid Status Report.

We are aware rolling restarts are taking longer than normal, and we are working to bring these regions back online as quickly as possible. We thank you for your patience! Please follow this blog for further updates. - 08:06 PST

We apologize for the delay, and are continuing to work to bring these regions back online as quickly as possible. We thank you for your patience! Please follow this blog for further updates. - 09:10 PST 
 
We are continuing to work on restoring the regions still offline from this morning's Rolling Restarts, and are making progress. Please watch this blog for updates. - 09:45 PST
 

Getting online, there was chatter about it in several groups I was in, including the Bellisserian chat. At one point, Abnor Mole spoke up, "The restarts this week have been going... poorly. The region your home is in it probably one of those affected, but it is not alone. The Lindens are well aware of the problem and working on it."

Eventually, the Lab finally fixed whatever the problem was, but decided to restart some of the sims again to make sure.

We believe this issue has been resolved but will be restarting some regions as part of the final process. Thank you for your continued patience! - 12:45 PST

Eventually, all was back to normal, with the usual lag, and the residents went on.
 
Bixyl Shuftan
 

Thursday, January 9, 2020

Rolling Restart Issues Trouble Second Life


In Second Life's early years, it was common for the entire Grid to be taken offline and the residents having to leave for a while so the Lindens could fix glitches. These days, things are much better with most residents having to face rolling restarts about once a week. But earlier this week, things began to go wrong. Starting on early Tuesday morning, people in some places found themselves unable to go back to some sims. This included Cyfir (Cyfiremmerich), whom couldn't get back to his home.

Read Cyfir's article in Design.

Tuesday, October 1, 2019

Glitches in the Grid


If you're wondering if Second Life seems more buggy than usual, you're not alone. Over the weekend and on Monday, I've heard from a number of people about various things on the Grid going wrong. Yours truly has experienced occasional lag, and sudden viewer crashes, and I've heard a complaint or two about sim crossings. But friends have told me some of their items just haven't been working right. A contest board at a club I frequent had trouble working for the manager. One friends permapetted horse got sick from hunger, and it was supposed to be free of the need to eat the company's food. Another friend was sailing, and even away from the sim borders the boat could barely steer.

So what was going on? On Thursday September 26, Linden Lab would announce in the Grid Status Report that an attempt to allow scripts to run better ended up breaking the ability of some to work with others.

Investigating - We believe we have identified the source of the scripting problems that rolled to the main channel this week (and so are present on the entire grid now). That simulator build had improvements to script scheduling that reduced overhead, allowing more scripts to be run per frame. Unfortunately, it appears that those changes also exacerbated a previously undetected problem with scripts communicating with other scripts.

The most obvious example of the problem concerns the timing of the object_rez event delivered to a script that has requested the creation of a new object. When a script creates a new object, the script that requests the creation gets an object_rez event to indicate that the new object is ready. Normally, the scripts in the new object should be running before the parent script gets the object_rez event. Similarly, scripts get an on_rez event when the object they are in is rezzed; the order in which those on_rez events occur is not defined, but previously all scripts in the object would get those events roughly at the same time. What we've discovered is that in rare circumstances, the on_rez and object_rez events could be delivered before the all scripts in the new object had been started. When that happened, any communication between the scripts would not work as expected.

This out-of-order event delivery was previously so rare that it had never come to our attention, but the script scheduling changes had the side effect of making it more likely that some scripts would get the rez events more quickly, increasing the chance that the events are delivered before the other scripts they expect to communicate with are ready.

We are working now on a fix; we hope to have the fix deployed on a set of test regions on the beta (Aditi) grid for the weekend so that creators can test with it (watch this space). The rolls for next week will revert the main channel to a version prior to the scheduling changes, and the RC channels will get a version with the improved scheduler but modified so that the rez events are never delivered to any script until after all scripts in the rezzed object have been started.

We know that this bug has affected many of you and your enjoyment of Second Life, and are profoundly sorry that it was not found before it was so widely deployed.


 The following day, the Lab announced on the Grid Status Report that there would be rolling restarts on the Grid.

Update - We will be doing a roll to address this issue on Friday, September 27th, at approximately 10:00 PM PDT. We apologize for the disruptive weekend roll and will try to minimize impact. Thank you so much for your patience during this frustrating time.


Early Saturday morning, September 28, Linden Lab would do rolling restarts. In the forums, Mazidox Linden would say:

"Yep, we are rolling the grid right now to revert the most recent update to LSL script improvements. This should prevent further issues with objects communicating. (But if you continue seeing issues with scripts, whether it's communication or something else we want to know about them!)"

On Monday, yesterday, the Lab declared the problem over.

Resolved - The scripting errors which resulted in many scripts, huds, and other items to not function properly should now be resolved.

However, friends of mine are still complaining about problems that are mostly likely due to script errors, "There is something wrong with (Linden Script Language) and (Linden Lab) broke it," one told me. She also told me as far as she knows, the Lab is still working on further fixes. So it looks like there are still glitches on the Grid.

Bixyl Shuftan