Testing of new double region crossing fixes by Pepper Linden
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Mercury Linden
These changes are now on live agni Blake Sea regions on an experimental basis with simulator version 2026-10-05.37349263929
Maestro Linden
The update to 2026-09-16.35125851769 on Aditi Blake Sea has the same region crossing code as 2026-09-09.34397613491. The new build includes all the changes found in https://releasenotes.secondlife.com/simulator/2026-09-14.34880154149.html
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Mercury Linden
We've just updated the Aditi Blake Sea regions (on Riders Test Channel) with a new server version: 2026-09-09.34397613491. Please jump in and give it a test if you're able!
animats Resident
Mercury Linden I've had two avatars going round and round on the little train through the region corner at Blake Sea - Hawser for over 12 hours now. No problems yet. Simulator 2026-09-09.34..491. I'll keep it running over the weekend.
As others have pointed out, this slow train in quiet regions doesn't stress the system very hard. But on the main grid, the same train loop setup failed in 35 minutes to three hours.
animats Resident
Successful run with the LL viewer and Firestorm for 36 hours.
I did have a failure with my own Sharpview viewer today. After about an hour of running:
23:12:12.387 [WARN] From (290816,268800), message: MsgDisableSimulator
23:12:12.387 [WARN] Deleted region (290816,268800): "Blake Sea - Nelson"
This says that the simulator for "Blake Sea - Nelson" sent a DisableSimulator message to the viewer at the timestamp shown at 23:12:12.387 UTC on 2026-09-13. The avatar "animatsalt" was going round and round the track on the train, very close to Nelson, and that simulator should not have disconnected.
This was followed by
23:12:12.945 [WARN] From (290816,268544), message: MsgDisableSimulator
23:12:12.945 [WARN] Deleted region (290816,268544): "Blake Sea - Hawser"
and
23:13:21.299 [WARN] From (291072,268800), message: MsgDisableSimulator
23:13:21.299 [WARN] Deleted region (291072,268800): "Blake Sea - Thunderer"
23:13:21.299 [ERROR] Region (291072,268800) "Blake Sea - Thunderer" with the main agent at Place { position_relative: <-1.7718315,-1.2990217,22.636679>, rotation_relative: <0.0010678326,-0.0010613091,-0.92387724,0.38268593> } is being deleted. Must log out.
which forces a logout.
Any hope of telling from server side logs what triggered those DisableSimulator messages? I may be doing something wrong in Sharpview. I've had this happen a few times now, and I suspect I'm mishandling some unusual case. It works for hours, then fails.
Thanks.
AlettaMondragon Resident
I've just done 410 corner crossings (1231 total) on the train test track at 40-50 mph before my rail speeder stopped and I had to restart it. I had no passengers but this is very impressive. The test train going through the corner crossing at 5 mph is far from an adequate test, but hitting it repeatedly at 40 to 50 mph more than 400 times before producing a single error is very reassuring.
xlSapirCohenlx Resident
I never had issues crossing regions in past like this. Now i cant boat or fly, i dont know what happened but if i am lucky i can cross 2-3 regions before crashing. It works much better flying over Bellisseria though.
AlettaMondragon Resident
It might be worth mentioning that I had a bad case of ghosted attachments. After I had been sitting on the test train and completed the corner crossing more than 60 times, at 19:40 SLT, I added an item to my avatar that attaches to avatar center, and my attachments on chest, left shoulder, nose and all HUDs (3 in total) got detached. I hadn't looked at my Appearance tab before this happened, so I don't know if they showed red, but it looks like they were ghosted. The unusual thing about this is that my ghosted attachments normally detach only when I detach something, if I attach something else, they usually stay attached.
After 110 corner crossings I hopped off the train and noticed that the exact same attachments showed red in my outfits now, so at 20:48:58 while standing at secondlife://Aditi/secondlife/Blake%20Sea%20-%20Hawser/249/238/22 I attached the same item that had triggered the detachment earlier, however this time it didn't result in anything else detaching. Only when I detached it at 20:51:07, all the ghosted attachments detached with it as well.
animats Resident
Caught a failure with Sharpview logging:
12:23:23.753 [WARN] From (291072,268800), message: MsgDisableSimulator
That's Blake Sea, Thunderer, region [1137, 1050], at 5:23 AM SLT (12:23 UTC) on 2026-08-08. The simulator just told the viewer to disconnect from that region, and the main agent was in it. That kills the viewer.
Animatsalt is riding the train, controlled by a Sharpview viewer instance, with Animats also on the train, controlled by a Firestorm instance. Everything was going fine, then, out of nowhere, Thunderer sent that
DisableSimulator
message for the region with the main agent. That should not happen unless the region goes down. That's not right. Please take a close look at the server logs at that moment.When animatsalt was forcibly logged out, the avi disappeared in the Firestorm instance running animats. No more zombie avatar visible but connected to no viewer. That was the latest fix installed in the server last night, and it seems to have worked.
animats Resident
Pepper Linden installed a new simulator (Rider's Test Channel 2026-08-08-31237647022) on the Blake Sea aditi test regions on the evening of August 7th. This has some fixes related to avatars falling off and being logged out, but remaining visible to other viewers. So I started up the train again, with animats and animatsalt on board. Running fine after 1.5 hours. But with only 2 avis, it usually works fine for hours. If you have time, hop onto the train and stay logged in while doing something else.
To increase load, I tried a cube object that moves rapidly back and forth across a region boundary using keyframe animation Six of those run for 10 minutes had zero effect. I suspect the load has to be avatars for it to matter. I've seen an avatar fall of the train right after someone TPd into the area.
AlettaMondragon Resident
I've noticed something else here as well that I had never seen before. The terrain textures shift when I cross these regions:
The only thing I can see here is that Blake Sea - Thunderer has a different terrain texture order, otherwise all regions have the same settings.
This has nothing to do with what we're testing here, but this definitely shouldn't happen. Pepper Linden or Maestro Linden could you please set up the terrain textures in Thunderer to match the other three regions, so we could see if this still happens when all four regions have the same layout? As you can see this happens on my screen even when crossing between the other regions that have the same terrain texture layout, but this is the only thing I can think of that might be causing this interesting glitch.
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Maestro Linden
AlettaMondragon Resident: Okay, I see it the terrain mismatch too with Second Life Release 26.2.0.25386466510 between those regions.
This would be a viewer rendering thing, but I suspect it's intended for it to appear this way. The mismatched terrain layer elevation settings (see screenshot) present a similar problem to having adjacent regions with 2 different water height settings.
The viewer can either:
- Render all terrain blends according to the settings of the region the avatar is currently in. Will result in 'pop' when the avatar crosses the border, as shown in the video, but the border blends smoothly as long as the set of textures is the same.
- Render each region's terrain according to its own terrain settings. Would naturally result in a naturally ugly seam at the region border, even when both regions use the same set of textures, but won't have any popping as the avatar crosses.
It would appear that both your viewer and mine (Second Life Release 26.2.0.25386466510 (64bit)) chose option (1), resulting in the popping artifact instead of the seam. I don't have a strong opinion on whether (1) or (2) is preferable, but it's definitely a topic for a viewer rendering report if you're motivated.
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AlettaMondragon Resident
Maestro Linden I am, but I'm not sure what I should be looking for, so I guess first I will have to find a large area with the same layout in all regions (like one of the Bellisseria themes) to make sure nothing like this happens when there is no mismatch. I will try to get to that later.
AlettaMondragon Resident
I built a car test platform in the air at secondlife://Aditi/secondlife/Blake%20Sea%20-%20Thunderer/15/15/502 (same 4 regions where Animats' railroad track is) and started testing the corner crossing with a car. The seabed is not great for ground vehicle testing with all the dunes, so I needed a flat platform.
Out of 100 deliberate corner crossings, the 57th, 67th, 68th and 75th were rough, but they didn't fail eventually. It just looked like the simulator or the viewer had no idea where exactly I should be - same as yesterday.
The 76th crossing failed much more, it unseated me temporarily at 15:34 and sent me flying off the platform and I stopped at secondlife://Aditi/secondlife/Blake%20Sea%20-%20Nelson/195/241/183 when I regained control.
The 87th crossing failed too, at 15:40, but eventually I only lost 3rd person camera position and everything else was fine when I landed in the water in Thunderer.
The 95th crossing was long and rough as well, but it didn't fail.
This means I had 7 problematic corner crossings out of 100, but only 1 of them forced me to have to stand up and sit in my car again, and even that one wasn't a hard failure.
I was driving in mouselook and it was really smooth, but whenever I got out of mouselook, my camera position and 3rd person control inputs were lost. As others mentioned this issue as well, it would be really nice to have these sorted out, too, if possible.
We should still lift our control inputs when crossing, I was playing with this randomly and every time I kept accelerating into the corner, it sent me flying, more or less. None of these attempts resulted in a failure, though, which is impressive. When I lifted as we normally do on every crossing, the corner crossing was very smooth, except the 7 rough ones I mentioned above.
I did this test while Animats and Animatsalt were going round and round with a train on the ground, so I wasn't the only traffic in these regions.
I left my test platform in place up here, I hope it won't be in the way. If anyone wants to use it to test the region corner crossing with cars, bikes, trucks, etc, feel free to.
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