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llRemoteLoadScriptPin

Alphazero Sugar
Noob Tube
Join date: 24 Mar 2005
Posts: 60
05-08-2006 15:58
Hey kiddos,

I'm attempting to write an automatic software updater, but am a bit stuck.

Is there a method, similar to llRemoteLoadScriptPin, that will transfer a script
to an object by key? Across sim boundaries? Does the script being transferred
always have to exist on the object that's running llRemoteLoadScriptPin?

Thanks in advance to the collective hivemind.

-- Alphazero
MC Seattle
Registered User
Join date: 3 Apr 2006
Posts: 63
05-08-2006 16:21
I recently finished a portion of an auto-updating script for a vending system. How it worked is you would have a master server somewhere, and the vending machines would e-mail this server nightly asking what the latest version was. If a new version was available (meaning the owner threw a "courier" object in to the server containing the updated script and a world flight script) it would rez a copy of the courier object and tell it it's sim destination. It would do it's best to fly across the world, enter that sim and run llRemoteLoadScriptPin. If it failed to reach it's destination the owner would get an IM letting him know he needs to escort the courier to that sim manually.
Alphazero Sugar
Noob Tube
Join date: 24 Mar 2005
Posts: 60
05-08-2006 17:01
That sounds pretty slick.

I guess my "auto" isn't as auto as your auto, if you catch my auto-drift.

I want to give the user an object with all the scripts that could possibly be
updated on it. However, the object they're updating may only have a subset
of these. My updater script verifies which scripts they have, and copies over
the new versions.

This is all dandy, but I noticed that as they own the updater object, they can
just drag out any of the scripts, including ones not already present on their
object being updated, recompile them as needed, and it works just fine. I
would like them to only be able to update those scripts they have already.

If there were a method to update the scripts without actually having the
scripts on the updater object, I'd be set, but there doesn't seem to be. I
don't seem to be able to mark the scripts no mod/no trans/no copy and
have the updater copy them over successfully.

If I retain ownership of the updater object, I don't seem to be able to update
another object owned by someone else, even if I created it and set the
appropriate script pin. I may be messing something up, perhaps this can
work and I'm missing a step, but it seems like it would be a security hole if
it was possible.

Thanks for any advice. I bow to your collective wisdom.