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Elegant solution to landrights & public airspace

Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
03-17-2005 22:37
Problem: Where does public airspace begin? Should we allow satellites? What about the load on our sims?

The call is out for a technical solution, since legislation will only hold back the floodgates so long. As SL -> Metaverse, and outside data miners flood into SL, we will be deluged
with satellite networks, both in and out of the TOS/CS.

What I propose is a radical idea, and I obviously don't know if it's viable or not, but architecturally, I think it's a very elegant solution to the impending issues we face.

(scroll down to the line of ****'s for the suggestion and to skip the back-story)

Andrew Linden proposed the following:
From: Andrew Linden


1. Land owners could only build static objects up to some hieght that is lower than the current 768 meters... say 300 meters. Only dynamic objects could venture higher. This effectively makes the high skies the domain of moving objects. Objects higher than 300 would not be counted against a parcel limit and would be subject to pruning by the system if their owners were not nearby and they were not temp-on-rez.

2. The "no outside scripts" rule would be a buffer up to 20 meters around the static content and the heightfield of a parcel. This feature might actually be possible in the Havok-2 era. So if you built a 100 meter tall building then the no-outside-scripts would extend out 20 meters from its top and sides too if you owned the land out that far, as well as 20 meters above all the terrain you own.

3. Owners would have the option to declare "no-temp-on-rez" objects within their "zone of control" as described in item 2. Temp-on-rez objects that wander into such a antagonistic zone would be deleted on contact.

4. Temp-on-rez objects could not rez other scripted objects below 320 meters. Above 320 meters they could do as they pleased, but their total number and total per owner count, would be capped... say 1000 prims total, and 100 per owner. Also, the script resources for such objects would come from the common pool of script execution cycles.


I gave him the following response


1. 300m... I don't like this because it doesn't allow for:
- Superhigh skyscrapers (which Avalon proves are just so cool looking)
- Space stations
- High altitude airports / bungee pads / parachuting pads / etc
- It's just plain restrictive on landowners' rights.

Given that scripts start to act wonky at 512m... it doesn't leave us much choices, though. I agree there should be some public airspace, but ... I don't think a hard limit will solve this. At least one this low... perhaps something 2-3km+ is more reasonable...

2. I like this idea. I think 20m is good for X/Y, but Z should be more like... 50? 20m is barely a tap of the keyboard.

3. I don't like this, because it's too easy to workaroud. People could put up additional phantom invisible prims to extend their control area, and I don't think this is productive or necessary. Besides, this leaves us gun designers having to deal with our bullets disappearing where they shouldn't...

4. I think the idea of capping temp on rez objects in a sim is a great idea. 1000 seems reasonable for now. (1024 instead? heheh)

The counter-question I pose is: How is priority given? As the Metave... SL expands, there's bound to always be growth above any cap's ability. And, unlike Moore's law, where computing power is doubled every 18 months, Internet growth has been shown to be more exponential ... so I doubt this is a really scalable solution.

My personal prediction is once outside commercial sites catch on to SL and move in, we're gonna see a lot of data mining and a LOT of attempts to have spy satellites / data collectors. Maybe the solution to this will require something really innovative... like moving upper airspace even higher...
********************************************************
What about dividing airspace onto new servers? Quite literally, make ground level sims, and then airspace sims.... the airspace can be shared on seperate server than regular sims, and servers could host multiple airspace sims, like the current "filler" sims are, and then this way the whole process of limiting use and landowner rights become clear and simpler. I realize this adds a whole 3rd dimension to the "what sim is XYZ in" algorithm, but for one variable change, it could consolodate a whole bunch of others.

To get back to the current topic - Satellites would not be operating on someone's sim, and they could drop probes down if they needed to collect data - and at that, it could be limited how often they would be allowed to. Then processing of whether they are allowed below can be done on the airpsace server, rather than the landowners' server.

I was also thinking long-long term, once LL releases source code / API for SL and run their own servers, LL would have a mechanism to guarantee airspace over any sim.

So, in summary:

- Airspace above a high level (2-3km+)
- Seperate servers for Airspace
- Servers for airspace could be shared, much like the filler sims
- Permissions processing done in the Airspace sims and don't interfere with landowners' sim CPU time
- Landowner rights secured
- Airpspace ensured
- Satellite networks restricted, but enabled in a more scalable way
_____________________
Hiro Pendragon
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http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio

Visit my SL blog: http://secondtense.blogspot.com
Byron McHenry
Registered User
Join date: 21 Sep 2004
Posts: 204
03-18-2005 00:07
Well for every ground sim you have you wold need a air sim and the same if you wanted space sims. because of this land growth in sl would slow down so if they were to do this the land has to be at a set number so that sl isnt wasting itsd money
Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
03-18-2005 00:14
Silliest thing I ever heard.
I can't believe Andrew is actually looking at that as a serious solution.
Global projects like LBv2 are not common enough to warrant special attention from LL.
As soon as they implement the new script resource allocation system, there will be no problem with laggy builds, or laggy global projects, or anything really.
You will get a timeslice for your scripts, proportional to the amount of land owned, so I imagine that people who don't own any land in the sim will have their scripts throttled so as not to cause any impact on your perceived performance.
Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
03-18-2005 02:48
Ascending to two kilometers takes a really long time. I'd have to punch the afterburners, fly straight up for the better part of a minute, then fly where I am headed to, and then try to control my plane in a 90-degree nosedive that also lasts for the better part of a minute. If I do it like planes do it in the real world (i.e. fly up to that airspace and then down to the destination in an arc) I still have to worry about getting killed on the way up or down because of someone's sex box.

The way I do it now is climb aggressively to at least 900 meters AGL, fly across the grid, and then take my chances getting down. In some places I know flight paths that I can use without getting killed, so I descend in an arc. Other places I either spiral down or take my chances with a nosedive. (Those are tough, especially with the vertical attractor turned on, and pulling out of a dive is tricky in planes that have quasi-realistic physics. Especially when the framerate suddenly takes a dive of its own, while a ton of geometry shows up.)

For the time being, 900+ meters is good enough for me, but it's really a band-aid and it doesn't fix the problem of sex boxes killing people who are just trying to get somewhere and are not interested in whatever hideous spectacle is going on inside of said sex boxes.
Maxx Monde
Registered User
Join date: 14 Nov 2003
Posts: 1,848
03-18-2005 04:57
What I find irritating and I guess, mildly comical are eject-from-land systems that are placed at like 150m vertical....I mean, cmon....it isn't even out of unassisted flight height!

Gah.
Hiro Pendragon
bye bye f0rums!
Join date: 22 Jan 2004
Posts: 5,905
03-18-2005 05:31
From: Eggy Lippmann

Global projects like LBv2 are not common enough to warrant special attention from LL.

Silliest thing I ever heard.
_____________________
Hiro Pendragon
------------------
http://www.involve3d.com - Involve - Metaverse / Emerging Media Studio

Visit my SL blog: http://secondtense.blogspot.com