Too late for simple script additions to 1.8.x?
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Haravikk Mistral
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Join date: 8 Oct 2005
Posts: 2,482
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12-13-2005 09:11
1.8 seems to have come out too quickly IMO! But I have some scripting additions that would be really good additions, and some of these are EXTREMELY useful ones! llGetUnixTimestamp()llInstantMessage() between objectsCross-sim llRemoteLoadScriptPin()Also, as another note I'd like to bring attention back to an idea I had which (IMO) is more deserving of a 1.8 update than p2p teleporting, this is the boundary box construction tool idea: Boundary boxes
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Jeska Linden
Administrator
Join date: 26 Jul 2004
Posts: 2,388
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12-14-2005 11:20
Moved to the Feature Suggestions forum for further discussion, also be sure to start an item on the Feature Voting tool!
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Intent Unknown
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Join date: 16 Nov 2005
Posts: 82
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12-14-2005 11:34
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Haravikk Mistral
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Join date: 8 Oct 2005
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12-14-2005 15:03
Oops, didn't notice that. The search function wasn't very helpful, since almost every proposal contains the word 'object' in it =)
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-15-2005 17:20
Cross-sim llRemoteLoadScriptPin()Not going to happen, ever. llGetUnixTimestamp()Good chance of being implemented, if you ask enough. llInstantMessage() between objectsBeen suggested before, unlikely to happen.
_____________________
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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AJ DaSilva
woz ere
Join date: 15 Jun 2005
Posts: 1,993
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12-15-2005 17:53
From: Strife Onizuka Cross-sim llRemoteLoadScriptPin() Not going to happen, ever. How come?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-15-2005 19:49
It would be alot of work for limited reward. They would have to keep track of where every object is at all times.
_____________________
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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Haravikk Mistral
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Join date: 8 Oct 2005
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12-16-2005 03:29
For cross-sim llRemoteLoadScriptPin(); It would depend how keys are handled, if the keys are unique only within each sim (ie two objects in two different sims could have the same ID) then yes, it wouldn't be nice. However, if the keys are unique to the whole of SL (no two objects ANYWHERE in SL have the same key) then something is already keeping track of every object to a limited extent; hopefully by noting the key and the sim using it. So, when the sim signals that that particular key is no longer in use it can be removed and freed up for another object to use in future.
All this function needs is a unique key, which it can get via e-mail, then when it is called the sim can look to see if the object is in the same sim, if not it asks where the object actually is and contacts that sim instead. Allowing for a remote message.
And I'm thinking that the latter option (unique keys throughout SL) is actual the case, as otherwise e-mailing objects would not work.
This also allows for inter-object communication via IM or another method.
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Nargus Asturias
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Join date: 16 Sep 2005
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12-20-2005 06:02
Actually, I think, all objects have uniqued key.
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Nargus Asturias, aka, StreamWarrior Blue Eastern Water Dragon Brown-skinned Utahraptor from an Old Time
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-20-2005 11:02
all keys are unique, though, it is unknown were those keys are at any point in time.
LL would have to keep a list. email is done in such a way so they don't need that.
_____________________
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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Haravikk Mistral
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Join date: 8 Oct 2005
Posts: 2,482
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12-20-2005 12:35
But still some information must be known about the keys surely? I mean, my thoughts were that each key would have a sim ID associated with it, and only a simulator able to authenticate itself with that ID would be able to tell SL to delete that key (ie when the object is de-rezzed) so that the key can be re-used. If a sim crashes it would presumably do much the same thing, saying "I crashed" so that the keys it used can be removed and new ones generated. I guess it really depends on how keys are generated, but it would make sense to me as otherwise SL could have heap-loads of e-mail sitting around that was sent to objects which no longer exist.
It could be that SL assigns a range of keys to a simulator, in which case knowing this range could be used to find the object.
I dunno, it just seems like keys should be tracked in some way, e.g part of the key could refer to the simulator it originates from, this way avatars can have a unique one (sim zero) which keeps their keys seperate.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-20-2005 13:33
From: Haravikk Mistral ...otherwise SL could have heap-loads of e-mail sitting around that was sent to objects which no longer exist. if an object doesn't check it's email often enough i'm betting the box gets nuked, (i'm pretty sure a script has to register a mail box first but i would have to check). objects move from one sim to another, without changing keys, when a sim crashes object keys do not change. once an object gets it's key, as long as its inworld, the key never changes.
_____________________
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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Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
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12-20-2005 14:34
But do they get re-used? It'd be silly not to, but how is it that keys in use would be tracked?
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
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12-20-2005 14:46
probably the sim requests them by the thousands from the asset server.
_____________________
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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Haravikk Mistral
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Join date: 8 Oct 2005
Posts: 2,482
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12-20-2005 15:03
Which the asset server could keep track of?  All it needs to know is which sim has the object, then the sim can do the rest, finding the exact object (if it still exists). So my script would attempt to contact an object, first the sim I am in will look to see if the object is there. It isn't, so it sends the desired key to the asset server which will look and say "Hmm, that key is part of block 193 which I allocated to Koss, I'll send the request there. Koss then looks for the id within it's objects list, and if it exists, triggers the instant_message() event of any scripts in that object.
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Nargus Asturias
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Join date: 16 Sep 2005
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12-20-2005 18:29
I think the thing that really delay the implement of that function is bandwidth. Since email has 20 secs delay built-in they don't fear much about flood (even though there're still flood o.o). But if they started to implement llInstantMessage across sims, it's nearly sure that every object-object llEmail will become InstantMessage which will sure flood the communication between server o.o
_____________________
Nargus Asturias, aka, StreamWarrior Blue Eastern Water Dragon Brown-skinned Utahraptor from an Old Time
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Haravikk Mistral
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12-21-2005 09:52
Hmm, perhaps, however it's also entirely possible that many of the work-arounds for things like this create just as much lag overall. For example, an instant message option simply has to have it's message placed in a variable, for the script(s) and then have any appropriate event(s) triggered with a reference to this variable. Meanwhile e-mail requires an object to constantly poll for e-mail data, then read and interpret the e-mail (correct me if I'm wrong but don't e-mails include header info as part of their text?). Bandwidth isn't a particular huge issue as the communications are sim to sim, so no info actually goes to a client. The sim to sim communications are presumably base-100, base-1000 or fibre-optic which is a lot of bandwidth for that sort of thing and should be more than enough.
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