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SecondLife Spam

Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
04-29-2004 00:10
Last night, I created an object that would keep a certain minimum number of the butterflies I created in-world at any given time. This afternoon, I checked my email, and found in excess of 600 "Your object has been returned to you" messages. Is there some way of keeping these messages from being sent to me?

(By the way, we really need an LSL function for detecting auto-return land. Those 600 butterflies represent a return rate of 7200% per day.)
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Chromal Brodsky
ExperimentalMetaphysicist
Join date: 24 Feb 2004
Posts: 243
Re: SecondLife Spam
04-29-2004 09:05
From: someone
Originally posted by Carnildo Greenacre
Last night, I created an object that would keep a certain minimum number of the butterflies I created in-world at any given time. This afternoon, I checked my email, and found in excess of 600 "Your object has been returned to you" messages. Is there some way of keeping these messages from being sent to me?

(By the way, we really need an LSL function for detecting auto-return land. Those 600 butterflies represent a return rate of 7200% per day.)


If I may humbly submit, the problem is not SL but rather your new object's design. I think you've got a problem if it rez'd 600 objects, all of which were returned to you. They'd only be returned to you from on-world if they exceeded the land's prim count or wandered off to autodelete land.

SL e-mailing you is the *correct* behavior because your script is spamming the Sim and the DB with object rezzes and de-rezzes. Consider instead an implementation that doesn't need to rez objects at all!

Failing all that, post your script here and I'm sure somebody will have some suggestions.
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
04-29-2004 14:38
I'm guessing he's trying to create an ALife system without the LSL implimentations I asked for a while back

Until we get those, scripts like this will do this sorta thing.

You can turn off the Email thing by turning off 'Get an email for every PM' in the options.
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Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
Re: Re: SecondLife Spam
04-29-2004 22:44
From: someone
Originally posted by Chromal Brodsky
If I may humbly submit, the problem is not SL but rather your new object's design. I think you've got a problem if it rez'd 600 objects, all of which were returned to you. They'd only be returned to you from on-world if they exceeded the land's prim count or wandered off to autodelete land.


The problem is that they wander off to autodelete land, get returned, and spam me. AND THERE IS NO SCRIPTABLE WAY TO DETECT AUTODELETE LAND.

If there was, I would have neither a 7200% casualty rate among my butterflies, nor would I have a spam problem.

I'm strongly tempted to set my e-mail address to [email]postmaster@lindenlabs.com[/email] until this is fixed.
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Azelda Garcia
Azelda Garcia
Join date: 3 Nov 2003
Posts: 819
04-29-2004 23:20
Actually you probably can detect autodelete land, but it's non-trivial.

Rez a load of surveyor prims in the area, take them to altitude, put them into a grid formation, then make them descend to ground level.

Record which prims die and which ones dont, and use that to map the sim.

You'd probably want to have the information sent to an off-world server (eg a Linux box) which would do something intelligent with the information and be ready to answer IsThisLandSafe? Queries.

You could use the butterflies themselves to detect autodelete land: just get them to send a status report regularly to the linux box. When the status reports for a butterfly stop coming, assume it got trashed, and mark that land Dangerous.

Map the entire world and keep it updated and provide the service to other A-Life people.

Azelda
Rysidian Rubio
Ruby Red Head
Join date: 14 Jan 2004
Posts: 263
04-29-2004 23:28
You could always set the butterflies to only move land you own.

I have seen fish that act this way. Don't remember the full script (and am at work so can't work it out exactly right now)

But you can just detect the land owner when the object rezes. then when finding a point to move to (if using MoveToTarget or similar) check to see if the land is owned by the same person before allowing the movement.

The only downside to this is that objects can tend to get stuck on the border of your land as they keep trying to move to a position that's off your land but can't.

If you want an exact script IM me in world and i'll give you one.
Kex Godel
Master Slacker
Join date: 14 Nov 2003
Posts: 869
04-30-2004 05:57
Agreed. We should have a way to get more specific information about the land.

I proposed something a while back in this thread:
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Chromal Brodsky
ExperimentalMetaphysicist
Join date: 24 Feb 2004
Posts: 243
Re: Re: Re: SecondLife Spam
04-30-2004 07:24
From: someone
Originally posted by Carnildo Greenacre
The problem is that they wander off to autodelete land, get returned, and spam me. AND THERE IS NO SCRIPTABLE WAY TO DETECT AUTODELETE LAND.


Actually, there is. It's quite simple:

CODE

integer SafeMove(vector vPos)
{
integer iSuccess;
if ( llGetLandOwnerAt( vPos ) != llGetOwner() )
{
iSuccess = FALSE;
}
else
{
llSetPos( vPos );
iSuccess = TRUE;
}
return iSuccess;
}

No, this doesn't detect autodelete land, but it will have the same effect, plus, it will keep your scripted objects from wandering and potentially griefing others.
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
04-30-2004 09:31
Great idea Chromal. My land, my prims. Keep your scripts inside your own plot please.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
04-30-2004 15:27
Agreed, Chromal, but there should be a more in-depth llGetLandProperties function. Is it possible for a function to return a list, Cory?
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Dan Rhodes
hehe
Join date: 5 Jul 2003
Posts: 268
04-30-2004 15:37
Out of curiosity what is the function of your butterflies? Are they intended to fly around your land in random directions?
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
Re: Re: Re: Re: SecondLife Spam
04-30-2004 23:36
From: someone
Originally posted by Chromal Brodsky
Actually, there is. It's quite simple:

CODE

integer SafeMove(vector vPos)
{
integer iSuccess;
if ( llGetLandOwnerAt( vPos ) != llGetOwner() )
{
iSuccess = FALSE;
}
else
{
llSetPos( vPos );
iSuccess = TRUE;
}
return iSuccess;
}

No, this doesn't detect autodelete land, but it will have the same effect, plus, it will keep your scripted objects from wandering and potentially griefing others.


This is what I do right now, except I'm using physics to move rather than llSetPos(). The butterflies are meant to stay on my land, but occasionally wander off.

I've also got a bird rezzer in Seacliff meant to replace the losses there. Since the land is owned by so many people in the sim, this method won't work for avoiding the Linden-owned danger zone around the edge of the sim.

As for the idea of setting up an off-site server to map out danger zones, I'm working on it. I plan for it to go live when RPC is available, because I expect my ISP wouldn't be happy about me running a computer sending out thousands of emails a day.
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