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Allocating script execution time by owner/parcel size

Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
06-18-2006 22:51
Hello,

I remember a long time ago there was some chatter about limiting the ability of one person's scripts to consume most of the available script execution resources, so that everyone's scripts would get a fair shot. I've seen several instances of people who have rezzed "script bombs" (basically, thousands of scripts that eat resources for the purpose of slowing down everyone else's scripts.) The Weapons Testing and Combat sandboxes routinely have well over five thousand active scripts running, with execution over 300,000IPS. As these sims are wiped twice daily, and this is pretty much an everyday occurrence, it's hard for me to imagine that this is purely accidental.

Is there any solution to this in planning that doesn't invovle A) being the owner of the estate being bombed or B) begging a Liaison to come and deal with it?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
06-19-2006 23:38
I remember these from a long time ago too, Huns. I'm going to ask about this...
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Kelly Linden
Linden Developer
Join date: 29 Mar 2004
Posts: 896
06-20-2006 07:38
The latest round of script scheduler fixes and tweaks made it much easier to move to a model like you describe in the future. In other words the groundwork has been laid. However I do not know when such a feature will be implemented or exactly what form it will take. Allocating script time based on land owned has been discussed, although that wouldn't have much effect on sandboxes.
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- Kelly Linden