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PosJump teleporter status, 1.26 and beyond

Nika Talaj
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04-15-2009 07:50
So far as I can tell from 1.26 release notes, the PosJump hack (http://wiki.secondlife.com/wiki/PosJump) was once again enabled as of 1.26.1, so teleporters dependent on it should work. (For history, see https://jira.secondlife.com/browse/SVC-4089).

However, Prospero Linden has been very clear that the hack that makes PosJump work will be eliminated, although he has been listening to residents who want the functionality to persist in some form.

Many ideas have been advanced; does anyone know what the Lindens are actively considering? Is there a particular office hour where this is likely to be discussed?
.
Jesse Barnett
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04-15-2009 08:20
Just asked him 5 mins ago (Prospero Thespian is his alt):

"[08:13] You: I told a fib thou about two question. Nika wanted to know if posJump has a snowball's chance in Heck of surviving?
[08:13] Prospero Thespian: No
[08:13] Prospero Thespian: Long term, no
[08:13] Prospero Thespian: However, we're also talking about giving a legitimate "real" way to do the same kind of thing"

That legitimate "real" way part sounds veryyyyyyyyy good!
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Nika Talaj
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Join date: 2 Jan 2007
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04-15-2009 08:27
nods. Thanks, Jesse! I was wondering what they are considering for "real" ways to do it ...

Personally, I was never suckered into using PosJump - I don't sell anything, and warppos works for all my properties. But, if a legit method shows up, I'm all over it!
:)
Jesse Barnett
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04-15-2009 08:34
From: Nika Talaj
nods. Thanks, Jesse! I was wondering what they are considering for "real" ways to do it ...

Personally, I was never suckered into using PosJump - I don't sell anything, and warppos works for all my properties. But, if a legit method shows up, I'm all over it!
:)

Well hopefully it will be something along the lines of TeleportAgent/TeleportObject
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Meade Paravane
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04-15-2009 09:22
From: Jesse Barnett
Well hopefully it will be something along the lines of TeleportAgent/TeleportObject

The objection I've always hear to llTeleportStuff is that it will require a new permission bit and will do a pop-up to the user, asking if it's ok for them to be teleported.

It'd be nice to have..
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Jesse Barnett
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04-15-2009 09:32
posJump is much more efficient then Warppos. And we are going to need something that does not build a list with the upcoming script memory limits. As I alluded to, critical that the new function also works on objects instead of just AVs. I do not have all the answers to the security concerns. Maybe a check to make sure it is only one jump(as opposed to a loop) and limited to sim script is in?
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Nika Talaj
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04-15-2009 09:35
From: Meade Paravane
The objection I've always hear to llTeleportStuff is that it will require a new permission bit and will do a pop-up to the user, asking if it's ok for them to be teleported.
Thinking about it abit, if I were at LL I would want to base llTeleportWhatever on new Agent/Sim bindings being put in place to support interoperability between grids. I know some of that infrastructure is already being put in place ... I'll chat it over with folks next time I'm inworld.
.
Argent Stonecutter
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04-15-2009 10:05
From: Meade Paravane
The objection I've always hear to llTeleportStuff is that it will require a new permission bit and will do a pop-up to the user, asking if it's ok for them to be teleported.
It doesn't need either of these, if it's restricted to stuff *you* own or *the landowner* owns, and has a "safety period" after a teleport in which they're ignored.
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Darien Caldwell
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04-15-2009 13:04
From: Meade Paravane
The objection I've always hear to llTeleportStuff is that it will require a new permission bit and will do a pop-up to the user, asking if it's ok for them to be teleported.

It'd be nice to have..


There are a few unused bits in the permission Integer, so I don't see that being an issue. :) Just a matter of coding.
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Meade Paravane
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04-15-2009 13:40
From: Darien Caldwell
There are a few unused bits in the permission Integer, so I don't see that being an issue. :) Just a matter of coding.

Yep.. I was just sayin'.
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Innula Zenovka
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04-15-2009 14:37
Of course, those of us who use the restrained life viewer and buy our collars from a certain leading manufacturer have been able to tp ourselves (and be teleported) with a simple chat or menu command for quite some time now (/me glances up the thread a bit).

It's one of those features of the RLV -- like being able to turn off IMs from everyone but selected avatars (a huge improvement over setting yourself on busy) -- that seems to me to have a potential appeal far beyond what I refuse to call "the bdsm community".
Hewee Zetkin
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04-16-2009 00:20
Do you have any IDEA what a field day certain griefers would have if they could simply teleport their lagging/crashing objects all over the grid without having to manually teleport everywhere to do it? The security considerations go way beyond simple granting of permissions....

(Yes, I understand that custom viewers and even some scripts could make this simpler already, but there's still quite a hurdle of effort at the moment. If it could be done with a simple one-liner.....)
Strife Onizuka
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04-16-2009 01:43
Talk is cheep is all I have to say.
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Jesse Barnett
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04-16-2009 04:28
From: Hewee Zetkin
Do you have any IDEA what a field day certain griefers would have if they could simply teleport their lagging/crashing objects all over the grid without having to manually teleport everywhere to do it? The security considerations go way beyond simple granting of permissions....

(Yes, I understand that custom viewers and even some scripts could make this simpler already, but there's still quite a hurdle of effort at the moment. If it could be done with a simple one-liner.....)

I don't see any hurdle at all. As you pointed out it can be done already and really is a no-brainer to setup. There already is in place a one-liner to do it and it is called posJump. Plus if the cool down period was in effect and in same sim as script then it would be more constrained then it is now. They would still be subject to grey fence and normal LL security algorithms.
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Argent Stonecutter
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04-16-2009 06:24
From: Hewee Zetkin
Do you have any IDEA what a field day certain griefers would have if they could simply teleport their lagging/crashing objects all over the grid without having to manually teleport everywhere to do it?
All they have to do now is use llMapDestination and sit there hitting "teleport" when the map comes up. It's already a one-liner, and there's only about 30,000 Evercrack/Warcrack cheat programs out there to automate pushing that button.

If llTeleportAgent() is implemented with a "dead time" mechanism, it'd actually slow them down.
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Jesse Barnett
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04-16-2009 06:39
From: Strife Onizuka
Talk is cheep is all I have to say.

Evidently it is pretty expensive because you can't seem to afford more then a few pennies worth here anymore:p Miss you Strife!
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Jesse Barnett
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04-16-2009 06:41
From: Argent Stonecutter
and there's only about 30,000 Evercrack/Warcrack cheat programs out there to automate pushing that button.

Or 5 minutes whipping a custom one up with AutoIt.
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Nika Talaj
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Join date: 2 Jan 2007
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04-16-2009 09:35
From: Strife Onizuka
Talk is cheep is all I have to say.
/me agrees, smiling. If I were at LL, I would say let's wait until newer object/agent stuff they're working on is done ... that would put it off for a good long time!

p.s. Good to see you, Strife!
:)
Darien Caldwell
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04-16-2009 12:44
From: Hewee Zetkin
Do you have any IDEA what a field day certain griefers would have if they could simply teleport their lagging/crashing objects all over the grid without having to manually teleport everywhere to do it? The security considerations go way beyond simple granting of permissions....

(Yes, I understand that custom viewers and even some scripts could make this simpler already, but there's still quite a hurdle of effort at the moment. If it could be done with a simple one-liner.....)



I thought we were talking about Teleporting people, not objects. I wouldn't be in favor of a function for teleporting objects at all.

And I'm a bit unclear on who's talk is cheap at the moment, anyone can toss me a clue? :)
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Nika Talaj
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Join date: 2 Jan 2007
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04-16-2009 13:06
From: Darien Caldwell
And I'm a bit unclear on who's talk is cheap at the moment, anyone can toss me a clue? :)
The Lindens ... I was just observing that, despite Prospero's statement that they will be closing the PosJump loophole and are discussing a valid long-distance teleport method, I'm not holding my breath for llTeleportAgent (or llTeleportStuff) any time soon.

He didn't, after all, say WHEN.
:)
Strife Onizuka
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Join date: 3 Mar 2004
Posts: 5,887
04-16-2009 13:49
From: Nika Talaj
The Lindens ... I was just observing that, despite Prospero's statement that they will be closing the PosJump loophole and are discussing a valid long-distance teleport method, I'm not holding my breath for llTeleportAgent (or llTeleportStuff) any time soon.

He didn't, after all, say WHEN.
:)

Holding breath = bad idea.

I think a few people died of asphyxiation waiting for Havok 4.
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Jesse Barnett
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04-16-2009 13:52
From: Darien Caldwell
I thought we were talking about Teleporting people, not objects. I wouldn't be in favor of a function for teleporting objects at all.

And I'm a bit unclear on who's talk is cheap at the moment, anyone can toss me a clue? :)

warpPos and Posjump already teleport objects. Calling llSetPos in a loop already move objects etc. But none are optimal right now except for Posjump.

In the jira, everyone would be happy with limiting telelporting objects to the sim the script is currently in. This is more constraint then we have presently.

EDIT additional thoughts. Safety has been discussed in various scenarios. Objects confined to sim and a cool down period for agents. If there was no cool down period for agents then you could be greifed by being stuck in a loop teleporting between two locations.
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Void Singer
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04-16-2009 15:04
From: Strife Onizuka
Holding breath = bad idea.

I think a few people died of asphyxiation waiting for Havok 4.

or havok 3, or havok 2, or mono, or.... yeah =)

but I say to be most effective, when waiting for something to happen, don't hold your breath... hold theirs! >=)

:: waves at the cabbit :: good to see ya round, hope things are going well.

I want llAutoMagicallyFixGrid()... whose breath should I hold?
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Darien Caldwell
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04-17-2009 12:42
From: Jesse Barnett
warpPos and Posjump already teleport objects. Calling llSetPos in a loop already move objects etc. But none are optimal right now except for Posjump.

In the jira, everyone would be happy with limiting telelporting objects to the sim the script is currently in. This is more constraint then we have presently.

EDIT additional thoughts. Safety has been discussed in various scenarios. Objects confined to sim and a cool down period for agents. If there was no cool down period for agents then you could be greifed by being stuck in a loop teleporting between two locations.


Well yes, but the moving of the object is for the purpose of moving the avatar sitting on it. :)

lets cut out the middleman, move the Avatar directly. :)
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Jesse Barnett
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04-17-2009 12:55
From: Darien Caldwell
Well yes, but the moving of the object is for the purpose of moving the avatar sitting on it. :)

That is not the only purpose. A lot of us also move just the objects.
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