Eata Kitty
Registered User
Join date: 21 Jan 2005
Posts: 387
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07-12-2006 09:24
Many SL functions are "speed limited" by a script delay (List here: http://secondlife.com/badgeo/wakka.php?wakka=ScriptDelay). These limits slow down functions that may have a higher load on the simulator/asset server or be abused such as spamming someone with inventory. However... is there really any point? All script delays can be avoided by distributing your commands through multiple scripts (Pretty important for some things, like llEmail). For anyone with a little bit of scripting experience the limits mean nothing, so should we even bother with them at all? Put in a minimal delay (0.1 seconds) to prevent easy flooding, just don't make us wait two seconds to do an llInstantMessage when someone can chain together a thousand scripts to spam it already. I understand some couldn't really be sped up (Most Dataserver stuff) but less arbitary limits would be nice.
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Bitzer Balderdash
Dazed and Confused
Join date: 21 Dec 2005
Posts: 246
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07-12-2006 09:30
I think that at least part of the reason is to prevent the "it was an accident" defence.
If a griefer spams a million IMs at someone, and then turns around and says "Oh, sorry, a script got away from me, I didn't mean it", then it is almost impossible to prove if it was a single script, with no time delays.
Whereas, if they say the same about the 100-script message-passing chained-IM-Spamaton-2000 that they have built, it holds a lot less water.
It also means that people with the intelligence of a peeled grape (into which category many griefers fit) can't get it to work, and can't cause the grief in the first place.
I agree though that some of them are just plain ANNOYING at times.
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Eata Kitty
Registered User
Join date: 21 Jan 2005
Posts: 387
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07-12-2006 09:58
Maybe... makes me think that scripts should be able to be tested in a totally virtualised "sandbox" mode and checked for performance.
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