Zuleica Sartre
Registered User
Join date: 27 Sep 2005
Posts: 105
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12-06-2005 20:53
I mean we CAN fly from one end of SL to the other without having our attachments re-attach. WHY does LL find it necessary to re-attach them...AND cause new keys to be issued...just for a tp.
Couldn't a tp simple change the physical location without the re-attachment?
The problem I'm having is that attachments generate an attach event from;
1. attachment out of inventory, 2. re-attachment from tp and 3. login
How are we suppose to tell the difference?
Now I understand the need for a new key when attached from inventory and on login. But WHAT is the possible purpose of a new key after tp?
And, again, how are we suppose to tell the difference when we get an attach event?
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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12-07-2005 06:53
From: Zuleica Sartre How are we suppose to tell the difference? What are you doing that require you to tell the difference? From: someone Now I understand the need for a new key when attached from inventory and on login. But WHAT is the possible purpose of a new key after tp? I assume that it's because when you walk from one sim to the next your info is passed from sim to sim, whereas when you teleport you're saved to the asset server and restored.
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Zuleica Sartre
Registered User
Join date: 27 Sep 2005
Posts: 105
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12-07-2005 12:11
I'm reporting attach/detach events of a collar to the owner.
On the attach event there is no way to distinguish between attach at login, attach from inventory or the re-attach that occurs during a tp.
The detach events are another issue that was made worse when scripts were given a back seat with 1.7. The number of cpu cycles after detach are unreliable to get anything done in a detach event handler.
There are other ways to figure this out but they are horribly inneficient and only add to lag.
I understand what a tp is doing to the attachements. What I don't understand is why LL thinks it was necessary. And why they didn't give us a way to distinguish the different causes of an attach event.
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Argent Stonecutter
Emergency Mustelid
Join date: 20 Sep 2005
Posts: 20,263
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12-07-2005 12:31
Keep track of what sim the wearer is in and if they're in a new sim when they're attached assume they did a teleport.
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Beatfox Xevious
is THOUSANDS OF PEOPLE
Join date: 1 Jun 2004
Posts: 879
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12-07-2005 13:16
From: Argent Stonecutter Keep track of what sim the wearer is in and if they're in a new sim when they're attached assume they did a teleport. That's assuming they did an inter-sim teleport, which is almost exclusively the only type of teleport performed at the moment. Once 1.8 rolls out, however, I'm thinking INTRA-sim teleports will become a bit more common.
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Zuleica Sartre
Registered User
Join date: 27 Sep 2005
Posts: 105
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12-08-2005 21:03
So basically NO one had a clue why tp requires a reattachment of all atachements?
Like I said, we can travel from sim to sim wihtout it now. Why should tp be any different?
Any Lindens like to answer this one?
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Ben Bacon
Registered User
Join date: 14 Jul 2005
Posts: 809
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12-09-2005 01:03
From: Zuleica Sartre So basically NO one had a clue why tp requires a reattachment of all atachements? Actually, I think Argent's theory is probably spot-on. From: Argent Stonecutter I assume that it's because when you walk from one sim to the next your info is passed from sim to sim, whereas when you teleport you're saved to the asset server and restored. Each sim seems to have high-speed links to its immediate neighbours - to handle build overlaps, travel across sims, chatting over borders, geometry and assets, etc etc - but I guess there is no, or very little, direct comms between far away sims (far away in SL, I do realise that they sit in the same room in RL) It would be technically possible to allow direct comms, and one day it may be coded in, but it's not there yet.
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
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12-09-2005 02:56
We actually know that sims can 'see' avies in their neighbours - that's what the child agents count in the stats page.
We equally know that continguous sims hand off to each other (however imperfectly) - that's why you can drive, sail, pilot etc. over sim borders smoothly at least sometimes (sailing is my best one, it hands off smoothly most of the time). Simple observation will suggest that you don't 'reload' in the new sim - prim hair doesn't change, appearance doesn't change etc. at least the vast majority of the time.
Non-adjacent sims are less clear, however since we do 'redraw' (people appear as a Ruth and then change), and there's all the fun with the asset server slowdowns borking tp's I'd say we've got pretty good circumstantial evidence for Argent's suggestion.
I can even offer a possible why. Although I'm not an expert in these things just think of the data load if every sim had to be aware of every av and all their attachments just in case they tp'ed in. Vanishing, and the asset server telling the sim to cope with this new arrival has got to be faster and more efficient in memory terms - it means that a very few sims are actually keeping track of what you've got on where (potentially 4 I guess), plus the asset server. Why do they 'reattach' - well I suspect it's a lot easier in terms of the coding - send a message that they've arrived, send messages about what they look like (includes clothes as well as height etc.), send messages about what they're wearing (attachments) - and rather than have two bits of code one for asset server attaching after tp one for the av attaching something directly, use the same code - fast, efficient and it works.
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