Remove the timer from the teleport process
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Satai Diaz
Humble Bounty Hunter
Join date: 9 Aug 2003
Posts: 133
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07-05-2005 16:52
I am going to set up a proposal for this feature suggestion.
Why is there a client-side timer for the teleport process? All it does is hamper our ability to teleport. I know that the teleport process right now is foo-fooed but removing this timer would make things a lot less frustrating.
Example: The timer makes it so that no matter how close you are to "Saving attachments" it will stop the teleport process because it's "taking too long".
Why should the client decide for us users what is taking too long.
My proposal is this: Remove the timer, add something in the teleport screen that allows the user to stop a teleport process is she or he thinks it's taking too long. I think that the user should be allowed to decide if it is taking too long or not.
Comments and suggestions are welcome.
Thank you.
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Satai Diaz Owner of SD Designs DJ for Crystal Blue @ Cafe Hailey Producer of Digital Paradise Studios & Cinema Admiral of Kazenojin Owner of SLRA
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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07-07-2005 09:19
I totaly agree with this. Most times when teleporting and things don't want to go it's for one of 3 reasons A) tp's are borked, B) the current sim is lagged C) the destination sim is lagged. When trying to get out of a lagged sim it's extreamly annoying to have to strip just to leave. And when I want to leave, I don't want to argue with the system.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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Michael Martinez
Don't poke me!
Join date: 28 Jul 2004
Posts: 515
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07-07-2005 09:55
Agreed, add cancel button that I can hit, but there should be no timer to automatically cancel...
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Seifert Surface
Mathematician
Join date: 14 Jun 2005
Posts: 912
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07-07-2005 12:54
Maybe the timer is there so that the tp fails and the resources are freed up, rather than everyone wanting to tp clicking tp then going off to make a cuppa.
If there were no timer I can quite imagine the requests just piling up over time.
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Reitsuki Kojima
Witchhunter
Join date: 27 Jan 2004
Posts: 5,328
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07-07-2005 13:29
From: Seifert Surface Maybe the timer is there so that the tp fails and the resources are freed up, rather than everyone wanting to tp clicking tp then going off to make a cuppa.
If there were no timer I can quite imagine the requests just piling up over time. I can't imagine this is any worse (and probably a lot better) than repeatedly hammering the system with request after request because it keeps timing out on the last attachment.
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I am myself indifferent honest; but yet I could accuse me of such things that it were better my mother had not borne me: I am very proud, revengeful, ambitious, with more offenses at my beck than I have thoughts to put them in, imagination to give them shape, or time to act them in. What should such fellows as I do crawling between earth and heaven? We are arrant knaves, all; believe none of us.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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07-07-2005 13:49
Nah. Leave the save timer. Just leave it minimized in one portion of the screen and let us interact with the world until it goes through.
That, and as mentioned, throttle the fail timer for a finite number of requests and a Cancel Button.
Simple enough.
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-08-2005 09:03
From: Jeffrey Gomez Nah. Leave the save timer. Just leave it minimized in one portion of the screen and let us interact with the world until it goes through.
I think this won't work, because the user could be interacting with their attachments, making changes while the sim is trying to save them.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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07-08-2005 12:48
Can't you just gray out that portion of the pie menu during a teleport request though?
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Lex Neva
wears dorky glasses
Join date: 27 Nov 2004
Posts: 1,361
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07-09-2005 07:57
Not what I meant... I'm thinking interacting with scripted attachments, changing their state.
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Jeffrey Gomez
Cubed™
Join date: 11 Jun 2004
Posts: 3,522
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07-09-2005 13:09
Yeah but... isn't that also built in?
After all, people that teleport with animation overriders should have scripts changing many times a second while a TP request is processing.
I see what you're getting at, but I'm not sure it's something difficult to correct for. The only real issue that comes to mind is sim-crossing, and preventing handoff is equally doable I think.
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Gabrielle Assia
Mostly Ignorant
Join date: 22 Jun 2005
Posts: 262
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07-30-2005 17:07
I don't really know how this currently work for sure, but it sound like when you TP, or move from sim to sim, that all the data bits of your AV attachments (and maybe inventory,etc) are copy/moved over from one server to another. Is that correct? If so, that seems like a total waste of time/CPU. Why not make appropriate changes so that various servers are dedicated to process specific AV's.... Server AV01 might handle Cubey Terra, Chip Midnight, etc. Server AV02 would handle Jeffrey Gomez, Lex Neva, etc. so on and so on. When AV's move to different parts of the world their character data would still remain on the server dedicated to handling them. If several people managed by the same server stared to all grow their inventories by leaps and bounds, the system would re-organize which AV's were managed by which servers and only at THAT time would data be moved from server to server. Of course, I might be totally off with how I think AV data is handled now.  Gabrielle
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Ardith Mifflin
Mecha Fiend
Join date: 5 Jun 2004
Posts: 1,416
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07-30-2005 18:27
From: Gabrielle Assia I don't really know how this currently work for sure, but it sound like when you TP, or move from sim to sim, that all the data bits of your AV attachments (and maybe inventory,etc) are copy/moved over from one server to another. Is that correct? If so, that seems like a total waste of time/CPU. Why not make appropriate changes so that various servers are dedicated to process specific AV's.... Server AV01 might handle Cubey Terra, Chip Midnight, etc. Server AV02 would handle Jeffrey Gomez, Lex Neva, etc. so on and so on. When AV's move to different parts of the world their character data would still remain on the server dedicated to handling them. If several people managed by the same server stared to all grow their inventories by leaps and bounds, the system would re-organize which AV's were managed by which servers and only at THAT time would data be moved from server to server. Of course, I might be totally off with how I think AV data is handled now.  Gabrielle That may work for the inventory, but the in-world items must still be served to everyone in the vicinity of the avatar. My understanding of the system as it is now is that an item which exists in-world is streamed from the main asset servers to the the sim, which then distributes the item to the avatars in that sim in proximity to that item. Thus, the asset servers send the item to the sim once, and then the data then is distributed to the avatars on the sim-level. If we switched to your system, the data would go directly from the asset server to those viewing the item. Thus, there would be a connection for every person who is viewing the item. The load would actually be severely increased. Assuming that my understanding of the current architecture is correct...
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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07-30-2005 19:34
If I only had my microphone on LL could here me curse their names for adding this "feature". They would have to turn off their speakers I do it so often.
Just freeze the scripts and save them. We know it's pending uploads that effects this so lets get a counter that shows how large the cue is on the teleport screen.
I don't know about you but if you can't teleport because of problems with the asset server then it is obvious the asset server doesn't scale. Tests like the Log-A-Thon 5000 are a joke and blatantly ignore available facts. What are they trying to find out? How much worse teleporting will be with 5000 users? If anything they are just marketing ploys.
Stop wasting your time and ours. Just fix it.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river. - Cyril Connolly
Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence. - James Nachtwey
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