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Longish range communication

Hinkley Baldwin
Registered User
Join date: 13 May 2004
Posts: 77
10-05-2004 01:40
I know this topic recurs from time to time, but does anyone have any suggestions for communications between two objects that could be potentially on either side of a sim (ie out of llShout() range).

The only option I think I have is llEmail() but it doesn't seem like a very elegant solution and the 20 second delay might screw my application.

Can anyone tell me how the chat repeaters that were used at Phillip Linden's latest speech worked? They seemed to provide instantaneous communication between objects in different sims, was this some secret Linden magic or was I not seeing what I thought I was?

Thanks in advance
Francis Chung
This sentence no verb.
Join date: 22 Sep 2003
Posts: 918
10-05-2004 02:19
Standard LSL trick. Use many scripts that call llEmail().

Inelegant, but effective.
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Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-05-2004 11:42
From: Francis Chung
Standard LSL trick. Use many scripts that call llEmail().

Inelegant, but effective.


Also the second absolute worst thing you can do in scripting.

The first being a lot of scripts that use llListen.
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Eggy Lippmann
Wiktator
Join date: 1 May 2003
Posts: 7,939
10-05-2004 12:31
llEmail does not significantly impact the simulator. Ask strife onizuka if you dont believe me. As for multithreading, why is this a bad thing? LSL was built to encourage massively parallel computation. As in, one function per script, communicating through a sort of linkmessage RPC.
I have built objects where 50 scripts in 50 prims were receiving linkmessages and it didnt cause any lag.
Moleculor Satyr
Fireflies!
Join date: 5 Jan 2004
Posts: 2,650
10-05-2004 12:34
From: Eggy Lippmann
llEmail does not significantly impact the simulator. Ask strife onizuka if you dont believe me. As for multithreading, why is this a bad thing? LSL was built to encourage massively parallel computation. As in, one function per script, communicating through a sort of linkmessage RPC.
I have built objects where 50 scripts in 50 prims were receiving linkmessages and it didnt cause any lag.


No, Email doesn't impact the sim much, but 50 scripts impacts the sim more than just one does.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
10-07-2004 07:26
From: Moleculor Satyr
No, Email doesn't impact the sim much, but 50 scripts impacts the sim more than just one does.

Not really. If the scripts' events arent firing, its as if the script isnt even there (save for the database space needed for its byte/sourcecode.
==Chris
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Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
10-07-2004 08:37
If we ever get the ability to do two-way XML-RPC, we will be able to instantly communicate across the world without using email.

Of course, a stupid delay will probably be added, so people will have to massively parallel their scripts anyways. :(
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Adam Zaius
Deus
Join date: 9 Jan 2004
Posts: 1,483
10-07-2004 12:26
From: Moleculor Satyr
No, Email doesn't impact the sim much, but 50 scripts impacts the sim more than just one does.


Bzzzzt.

No, events hurt the sim, not scripts. This is a key difference.

The link_message event used within multithreading uses a push, not a poll. This means that it doesnt lag the simulator, and remains inactive while not in use, also a script is not consuming resources while it's sitting in a timeslice sleep.

-Adam
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Doalyn vogel
Registered User
Join date: 6 Oct 2004
Posts: 7
10-17-2004 23:17
Wait... Isn't there already 2-way XML-RPC? I saw a demo just yesterday of a person who left a scripted object in the world, logged off, and chatted with me through his own client.
Carnildo Greenacre
Flight Engineer
Join date: 15 Nov 2003
Posts: 1,044
10-17-2004 23:30
Only when the XML-RPC connections are initiated by the outside script. In-game scripts can't make RPC connections.
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Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
10-18-2004 00:28
A topic that applies to this:

/13/2b/24756/1.html

talks about virtual links and proposed object<->object communication protocals.
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Zuzi Martinez
goth dachshund
Join date: 4 Sep 2004
Posts: 1,860
10-18-2004 10:44
couple questions that hopefully aren't too off the subject....

how do objects use email? i mean, do they have some kind of email address? do you have to have your own email server? i'm baffled.

is there anywhere i can read about how to script efficiently? if it's on the wiki i haven't found it other than listens are the devil. i'm looking for do's and don'ts, this function takes more processing than this other one, here's how to streamline this job and such.
Hank Ramos
Lifetime Scripter
Join date: 15 Nov 2003
Posts: 2,328
10-18-2004 10:56
See the LSL Wiki at...

http://www.badgeometry.com/wiki/llEmail

All objects in SL have a Unique ID, their key which can be retrieved using llGetKey(). Just send an email to [email]key@lsl.secondlife.com[/email], and the object will receive the email via the email event (have to use a timer and poll for emails using llGetNextEmail("", "";).
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