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Remove “Auto delete” on over prim budget.

grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
05-01-2006 19:48
Part of the problem with grey-goo attacks is that sometimes the system deletes the wrong prim when that parcel goes over the prim limit due to the short lag between the prim rez and the time that the sim calculates how many prims are on the land. This means that LL has to check every sim to see if it needs to be “Rolled back” after an attack.

The sim already stops all rezing on that piece of land once it finds that the parcel is over the limit, so an extra prim or two is not a problem.

In fact I ran into this problem myself because someone else rez’d a vendor box right at the same time as I rez’d a new wall.

.1. Let’s discuss it. Did they fix this already?
.2. Let’s see if it is already proposed.
.3. If not then I’ll add the proposal linking it to this thread.

Edit: or maybe IM the owner and give them a day to fix it.
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-03-2006 14:12
I'm 100% in agreement with this. Even without an attack, running a script to fill up your land "just in case" can cause the very problem you're trying to prevent.
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
05-04-2006 01:34
Id also like a way to have a script see that I am over budget and IM me.
integer llGetLandPrimCount()

--
What happens if someone flys on to your land and then jumps off leaving there plane on your land?
Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
05-04-2006 07:58
From: grumble Loudon
What happens if someone flys on to your land and then jumps off leaving there plane on your land?
I had my plane returned to me once when I did this inadvertently, and I hope it didn't mess up and return something it shouldn't first...
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
After thinking about it.
05-05-2006 01:37
{retorical} Which is harder? {/retorical}
1. Making shure the sim returns the last rezed object.
2. Delaying the "Auto return" and then doing the above.

I forgot about the posibility of people crashing stuff on to the land. Then there is also the issue that if it was turned off all-together people would rez prims on one peice of land and then slide them on to the other piece to build huge piles of prims.

Right now it looks like the sim correctly returns the correct prim most of the time.

Adding integer llGetLandPrimCount() or even better "data Server, get land key list" would allow a script to keep the land near topped off without going over.

I also agree that using llReturnObject would not be as good as setting the land to "No build" "No outside scripts" using a script when it sees something like a grey goo atack.

edit to add:
llSetParcelFlags(PARCEL_FLAG_ALLOW_SCRIPTS | PARCEL_FLAG_ALLOW_CREATE_OBJECTS, false);
grumble Loudon
A Little bit a lion
Join date: 30 Nov 2005
Posts: 612
After thinking about it.
05-05-2006 01:43
{retorical} Which is harder? {/retorical}
1. Making shure the sim returns the last rezed object.
2. Delaying the "Auto return" and then doing the above.

I forgot about the posibility of people crashing stuff on to the land. Then there is also the issue that if it was turned off all-together people would rez prims on one peice of land and then slide them on to the other piece to build huge piles of prims.

Right now it looks like the sim correctly returns the correct prim most of the time.

Adding integer llGetLandPrimCount() or even better "data Server, get land key list" would allow a script to keep the land near topped off without going over.

I also agree that using llReturnObject would not be as good as
the land to "No build" "No outside scripts" using a script when it sees something like a grey goo atack.

llSetParcelFlags(PARCEL_FLAG_ALLOW_SCRIPTS, false)
llSetParcelFlags(PARCEL_FLAG_ALLOW_CREATE_OBJECTS, false)