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Give inventory from object to object

Amon Mielziner
Registered User
Join date: 14 May 2007
Posts: 7
07-29-2008 02:16
Hi, there are numerous threads about this subject, but I still have no clear answer yet. How can I transfer inventory from one object to another that are in different regions. E.g. to distribute stuff like a kiosk system. llGiveInventory seems not to be able to transfer across regions.

Amon
Pedro McMillan
SLOODLE Developer
Join date: 28 Jul 2007
Posts: 231
07-29-2008 02:24
I'm afraid there isn't a way to do it. Avatars can receive items sent from other sims, but objects cannot:

http://www.lslwiki.net/lslwiki/wakka.php?wakka=llGiveInventory

The reason is most likely that there are far too many objects in the whole system to support object-object interactions of that nature. When the objects are in the same sim, that individual server can handle most of the processing load. Otherwise, it would need to be handled by the asset server I imagine.
Amon Mielziner
Registered User
Join date: 14 May 2007
Posts: 7
I still wonder....
07-29-2008 02:33
.... how commercial distribution systems in SL transfer their objects. Any idea?

Amon
Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
07-29-2008 10:33
From: Amon Mielziner
.... how commercial distribution systems in SL transfer their objects. Any idea?

Typically they send some kind of update to the owning avatar. If vendors or something need to be updated, I believe the owner is always stuck making the rounds, though the system might provide them with an updater object that they just have to rez nearby in each sim to have it do the work.

Why you can send e-mail to object instances but not inventory is beyond me. I was going to say I don't think object instances have any kind of grid-wide presence, but receiving e-mail belies that idea.
Haravikk Mistral
Registered User
Join date: 8 Oct 2005
Posts: 2,482
07-29-2008 11:51
From: Pedro McMillan
The reason is most likely that there are far too many objects in the whole system to support object-object interactions of that nature. When the objects are in the same sim, that individual server can handle most of the processing load. Otherwise, it would need to be handled by the asset server I imagine.

The reason it can't be done is that an object's key on a simulator is unique to that simulator only, and is not globally unique (like an asset ID). So there could be hundreds of objects with the same in-world key.

I guess it depends what you want to update. For example; if you want to update settings then you can do this using notecards since they can identified by their asset UUID (right-click the notecard in inventory and choose copy asset UUID). However it will change when you edit the notecard, to send the update you'd still need to tell the script what the new UUID is. But that can be using e-mail or a web-site.
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Hewee Zetkin
Registered User
Join date: 20 Jul 2006
Posts: 2,702
07-29-2008 13:16
From: Haravikk Mistral
The reason it can't be done is that an object's key on a simulator is unique to that simulator only, and is not globally unique (like an asset ID). So there could be hundreds of objects with the same in-world key.

That's not true. See my note about e-mail above. Also, it is unlikely that any two things independently assigned UUIDs have the same one (that's kinda the point of a UUID), even if instances WERE completely specific to a sim (which e-mail indicates is not true).