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Script Limitations thought...

Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
07-14-2005 18:06
No one enjoys limitations, though they inspire creativity. We are limited in the number of prims we may place on a parcel of land, let's also limit the number of scripts as well. This could benefit those residents in mainland sims from being at the mercy of their neighbors possibly high active script loads on server resources. The system currently now allows a person owning 512m2 of land in a sim to deluge that same sim with a virtually unlimited number of active scripts, which could hamper the other residents of the same sim. Let's base the number of scripts allowed on land in a similar fashion to prim use, for the better balance of sim resources.
Catherine Omega
Geometry Ninja
Join date: 10 Jan 2003
Posts: 2,053
07-14-2005 18:56
According to the Lindens, we'll probably see something like this sometime after the migration to Mono. Mono is billed as "post-1.7", and the 1.7 release seems imminent, so that would mean we could see it in October, December, January? Basically, it's a long way off before they get to stuff like limiting scripts on a per-land basis.

Fortunately, it's looking like Mono will execute scripts a few orders of magnitude faster than the current system, meaning that it would effectively mean the same number of scripts, just less impact.

In any event, it's something they actually do have on the roadmap.
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Legith Fairplay
SL Scripter
Join date: 14 Jul 2004
Posts: 189
07-14-2005 19:18
1) as mentioned they are working on mono.. this will apparently make scripts run 100x faster than they do now.

2) number of scripts is not the correct way to limit things.. but to choke (ie slow down scripts) when they use too much CPU power. So if I want 1000 scripts on a 16m2 piece of land fine.. but if more than one or 2 are actively running .. I should expect my scripts to go painfully slow. (yet others in the sim won't notice the script running).. hopefully this will be implemented.

(I'm not against limiting resource use.. but you will find many scripts.. sit scripts, particles, touch scripts.. don't produce lag, and many others when coded right also are much more lag free than people think.. its badly written code that kills most sims)

3) this topic has come up countless times.. so see the entire debate for your self:

These threads include proposals similar to yours, what actually lags in scripting, and what are reasonable limits (advice for neighbors that are kinder)

Prim limits is just part of the issue - should we have more limits?
/130/fc/45554/1.html

Should We Charge For Scripts and CPU Draw?
/120/38/44774/1.html

Scripting, lag, and you. (info about lag), and what is reasonable
/120/2a/45831/1.html

The Lag Monster Myths:
/111/9e/46003/1.html

Unfortunately I'm missing some of the better threads on the topic.. but I'm not finding them in a quick search
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
07-14-2005 20:47
i am agains this, simply because i dont want to be limited in my capabilities in scripting because some idiots dont know you must not use while(1) loops

i refuse to pay for that

self centered maybe, but not stupid
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
07-14-2005 23:19
While I'd normally be with Kyrah on this one, I think paying for script resources is pretty much inevitable, even if that ultimately translates into simple "bandwidth."

In the long run, I don't see that punishing advanced scripters either, given we know what we're doing in an efficient manner anyway.

Tiers should have what we do in mind, as opposed to John Q. IRezFiveThousandListenBalls, to give people a reason to be more efficient.
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Erelas Night
was eaten by dingoes.
Join date: 11 Apr 2005
Posts: 56
07-18-2005 15:45
I agree, I certainly don't want to end up paying more, really who does?

However, and perhaps this is a bad example, after nuking scripts wholesale in a vain attempt to meet LL's suggestions on improving sim performance, I see folks with trees 'scripted' phantom. Scripts like that seem tad unecessary to me, why script something to phantom, when the simple click of a box makes it phantom? Whether lag inducing or not, situations like this, prompt me to scratch my head. Perhaps, I am mistaken and there is a practical use for something like this, and I am certainly willling to be educated.
Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
07-18-2005 16:00
# of scripts in a sim has no direct correlation to lag or fps, only memory.
however we all know what redrawing 143143 prims in an elaborate area can do.

It's the CONTENT of the scripts.

I really think most of these issues can be averted by better scripting documentation for real newbs (the ones that have enevre programmed/scripted in their lives), that want to script. Maybe we should just spam the phrases llOwnerSay() and llListenControl() more hehe.
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Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"
Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
07-18-2005 17:54
See Sig. ---v
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Kyrah Abattoir
cruelty delight
Join date: 4 Jun 2004
Posts: 2,786
07-18-2005 21:44
if you remember we are already "paying" for certain functions by a sleeping delay

i know it still can be dodged by multi threading but it is stll a delay that exist and therefore limit you in some ways

i think my place is mostly inscripted but if i was building a pretty complex machine i would be pretty pissed that i cannot rez it inworld because it is "too scripted"

whatw e really need is clean solutions built in the game engine to achieve what some peoples do in a tricked and laggy way
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Rayve Mendicant
Scripts for L$5 billion
Join date: 12 Mar 2005
Posts: 90
07-19-2005 10:45
As stated Mono will help with everything greatly. Also, this magical new object-to-object communicationcoming out prior to Mono should greatly reduce the price of open listeners.
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Rayve Mendicant
Second Evolution

"Darwin ain't got nothin' on this"
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
07-19-2005 10:53
From: Catherine Omega
Fortunately, it's looking like Mono will execute scripts a few orders of magnitude faster than the current system, meaning that it would effectively mean the same number of scripts, just less impact.


I don't agree with this conclusion, despite the scripts code running faster it won't remove existing bottle necks that cause lag. Sensors and Listens are still going to be bad for sims but timers will probably cause less lag.
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