[sldev] Why does the simulator do object culling for clients?

Callum Lerwick seg at haxxed.com
Wed Jul 18 18:44:34 PDT 2007


On Thu, 2007-07-19 at 09:27 +1000, Tateru Nino wrote:
> There seem to be some things going missing, and I've started to look a
> little more closely at the messaging code to try to figure out why.
> Symptoms suggest that messages are not turning up at all (avatar
> standing up, avatar departing, object removed from simulation, etc) or
> are having their parameters zeroed out or mangled somehow (avatar
> position, appearance, attachment position).
> 
> In recent days I've been starting to wonder if it is possible for the
> parameters for one message to be incorrectly interpreted as being part
> of an earlier message whose parameters may have been dropped in transit
> somewhere, or if there is a data-path with degenerate encoding/decoding
> behaviour.

I often get "corrupted double-linked list" crashes from glibc, which
seem to happen on sim border crosses, so there is a buffer overrun
lurking somewhere. I have yet to manage to reproduce it under valgrind
so I have no idea where it is happening yet, and haven't figured out any
other way to nail it down. ElectricFence just causes the client to run
out of RAM and die before it even finishes starting up.
-------------- next part --------------
A non-text attachment was scrubbed...
Name: not available
Type: application/pgp-signature
Size: 189 bytes
Desc: This is a digitally signed message part
Url : http://lists.secondlife.com/pipermail/sldev/attachments/20070718/1a8ea76f/attachment.pgp


More information about the SLDev mailing list