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:
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...
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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
