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link_message takes up script frame time

Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
08-26-2006 14:44
Just noticed this, and I was a bit suprised, but a link_message function takes up script frame time, regardless of whether or not messages are being passed.

If someone can confirm this observation, I'll see if I can figure out how to make an account and add this to http://secondlife.com/badgeo/wakka.php?wakka=lag
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Lasivian Leandros
Hopelessly Obsessed
Join date: 11 Jul 2005
Posts: 238
08-26-2006 15:01
Yes, a script takes up time even just waiting on linkmessage, i've got a boardgame with 200 linkmessage scripts in it and it's around .6ms.
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From: someone
"SL is getting to be like a beat up old car with a faulty engine which keeps getting a nice fresh layer of paint added on, while the engine continues to be completely unreliable." - Kex Godel
Osgeld Barmy
Registered User
Join date: 22 Mar 2005
Posts: 3,336
08-26-2006 16:49
doesnt everything in a script take time ...
Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
08-26-2006 17:00
Good point. Apparently default{state_entry() {}} lags the sim.

Hmm! I've been working on the assumption that scripts which weren't doing anything did not lag the sim. Well.. learn something new every day :)
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Ziggy Puff
Registered User
Join date: 15 Jul 2005
Posts: 1,143
08-26-2006 17:42
IIRC, this changed recently, where idle scripts still get scheduled in. I think it was discussed here. Don't remember when or why this happened. Or I could be mistaken, and it's been this way forever.