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Active Scripts?

Hiro Queso
503less
Join date: 23 Feb 2005
Posts: 2,753
10-25-2005 01:10
Is everyone else reading crazy numbers of active scripts since update? One sim is now showing nearly 4000 active scripts where there was just a few hundred before update.
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Aaron Levy
Medicated Lately?
Join date: 3 Jun 2004
Posts: 2,147
10-25-2005 01:23
There's a Linden reply in here somewhere that says 1.6 had a bug that reported the active scripts incorrectly and that 1.7's numbers are accurate.
Jonquille Noir
Lemon Fresh
Join date: 17 Jan 2004
Posts: 4,025
10-25-2005 01:31
From: Aaron Levy
There's a Linden reply in here somewhere that says 1.6 had a bug that reported the active scripts incorrectly and that 1.7's numbers are accurate.


I read something somewhere about it now counting active scripts on avatars and also in child prims instead of just parent prims.
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Little Rebel Designs
Gallinas
Hiro Queso
503less
Join date: 23 Feb 2005
Posts: 2,753
10-25-2005 01:31
From: Aaron Levy
There's a Linden reply in here somewhere that says 1.6 had a bug that reported the active scripts incorrectly and that 1.7's numbers are accurate.

:eek:
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Hiro Queso
503less
Join date: 23 Feb 2005
Posts: 2,753
10-25-2005 01:33
From: Jonquille Noir
I read something somewhere about it now counting active scripts on avatars and also in child prims instead of just parent prims.

Thats definately not it tho, most of the sims are pretty empty this time of the day.
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Mulch Ennui
15 Minutes are Over
Join date: 22 May 2005
Posts: 2,607
10-25-2005 01:50
i am curious as well

especially since we all seem to be in the several thousand land and over 500 scripts was called bad pre 1.7
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David Valentino
Nicely Wicked
Join date: 1 Jan 2004
Posts: 2,941
10-25-2005 01:51
I know Bliss went from showing 430 yesterday to showing 2630 today. An increase of 2200!! :eek: That seems like an awful lot to me if correct. Sure don't know where they are all hiding, but I'm sure it won't be fun hunting them down.
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David Lamoreaux

Owner - Perilous Pleasures and Extreme Erotica Gallery
Erika Thereian
Registered User
Join date: 1 Jun 2004
Posts: 38
They way the stats are read has changed.
10-25-2005 02:04
Was on last night and talking to Chris Linden with someone else. The other person got a

frantic IM about this , he sent here here.

http://secondlife.com/tiki/tiki-index.php?page=How+do+I+read+the+sim+performance+stats%3F

Hope this helps.

Erika
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
10-25-2005 03:14
Perhaps it's time for

llGetActiveScripts(key avatar)

where
if key == "", the sim's Active scripts are returned
if key == a valid AV in the sim, that AV's active scripts are returned
if key == other, returns 0
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Sable Sunset
Prim Herder
Join date: 15 Apr 2005
Posts: 223
10-25-2005 04:06
Bear in mind that there are scripts contained within all Linden animated plants and trees that controls the animation - this'll probably account for huge portions of the hikes in most sims!
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
10-25-2005 06:57
We used to distinquish between "active scripts" -- scripts that had timers or other events that needed to be polled on a regular basis such as timer() and listen(), and "inactive scripts" -- scripts that only had events that were triggered from outside stimuli such as touch() and collision(). (This is internal LL developer lingo which tends to leak out into our public documents.)

The old "inactive scripts" category is not reported now, so scripts that only toggle phantom or start animations on sit are now included in the "active script" total. As far as I know there are still two lists of scripts in the new scheduler, those that need to be polled and those that don't. The new scheduler is definitely more efficient than the old one.
blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
10-25-2005 07:03
Is it pretty fair to say that the greater the opcodes (ips) the more script lag?

I really wish we had ways of looking at objects or parcels and seeing how much lag they generate.
Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
10-25-2005 07:17
Erika's link explains it all in detail :)
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blaze Spinnaker
1/2 Serious
Join date: 12 Aug 2004
Posts: 5,898
10-25-2005 07:23
The relationship between script lag and opcodes aren't made very clear in that link.

For example, some opcodes could take down a sim, while other opcodes could do absolutely nothing.

Which I suspect is the case, but there is still a general relationship between lag and ips, even if it doesn't hold strictly true..
Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
10-25-2005 07:40
Correct me if I'm wrong, but doesn't this change water down the usefulness of looking at the "Active Scripts" stat for the purposes of lag reduction?

Previously, when I'd see 700 active scripts, I knew I had some work to do - since I've had a 'target' of around 500. Now, considering that linden plants and simple non-changing hovertext is included - I'm not even sure where to start, or know if I'm on target or not for my sim. (It shows 2500 active scripts now even when I'm the only AV present)
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Jesrad Seraph
Nonsense
Join date: 11 Dec 2004
Posts: 1,463
10-25-2005 07:50
Yes, "active scripts" is pretty much useless for performance pruposes. Use Script Time and IPS instead, now.
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Either Man can enjoy universal freedom, or Man cannot. If it is possible then everyone can act freely if they don't stop anyone else from doing same. If it is not possible, then conflict will arise anyway so punch those that try to stop you. In conclusion the only strategy that wins in all cases is that of doing what you want against all adversity, as long as you respect that right in others.
Ingrid Ingersoll
Archived
Join date: 10 Aug 2004
Posts: 4,601
10-25-2005 07:53
Was anyone else having some time dilation problems last night? Mine at one point in Barcola was .39.

1 is still the reading to strive for from what I understand.
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