Difference between revisions of "LlGetAgentList"

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{{LSL_Function
{{LSL_Function
|inject-2={{Issues/SCR-311}}{{Issues/SVC-5488}}{{Issues/MISC-243}}
|inject-2={{Issues/SCR-311}}{{Issues/SVC-5488}}{{Issues/MISC-243}}{{Issues/BUG-40680}}{{Issues/BUG-40681}}{{Issues/BUG-227045}}
|func=llGetAgentList
|func=llGetAgentList
|sort=GetAgentList
|sort=GetAgentList
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* [[AGENT_LIST_REGION]] - returns any/all agents in the region.
* [[AGENT_LIST_REGION]] - returns any/all agents in the region.
}}
}}
|p2_type=list|p2_name=options|p2_desc=Unused.
|p2_type=list|p2_subtype=instructions|p2_name=options|p2_desc=Unused.
|p2_hover=selection flags
|constants=
|constants=
|caveats=
|caveats=
* There is no guaranteed understandable order or randomness to the list returned.
* There is no guaranteed understandable order or randomness to the list returned.
* Will only return up to 100 agents.
* Will only return up to 100 agents.
|examples=<lsl>//Displays up to 100 avatar key: name pairs detected in the entire region
* Ghosts, agents that leave behind a corrupted presence and agents in God Mode depending on the level will have NULL_KEY returned instead of their real key with llGetAgentList(). There is also an issue with a certain type of ghosted agent still returning a key too. Perhaps check each key against llGetAgentSize() to verify if they're really in the sim or not; none of the above anomalies affect llGetAgentSize().
list gaAgents;
 
|examples=
{{LSL Tip|To check if an avatar is in the same sim, please check whether [[llGetAgentSize]] does NOT return [[ZERO_VECTOR]]. It's much faster and easier than calling [[llGetAgentList]] and running through the list to compare a given key with each list item.}}
{{LSL Tip|As of now, this function does not have a delimiter for its option list. This means, the function MIGHT return up to a hundred avatar keys. You'll need a lot of free memory to be able to store those keys, be warned of possible STACK_HEAP_COLLISION_ERRORs.}}
<source lang="lsl2">
//Displays up to 100 avatar key: name pairs detected in the entire region


default
default
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     touch_start(integer total_number)
     touch_start(integer total_number)
     {
     {
         integer i;
        list avatarsInRegion = llGetAgentList(AGENT_LIST_REGION, []);
         integer  liCount;
         integer numOfAvatars = llGetListLength(avatarsInRegion);
 
         gaAgents = llGetAgentList(AGENT_LIST_REGION, []);
        // if no avatars, abort avatar listing process and give a short notice
         liCount = llGetListLength(gaAgents);
        if (!numOfAvatars)
         if (liCount > 0)
        {
             if (llGetListEntryType(gaAgents,0) == TYPE_STRING)
            llOwnerSay("No avatars found within the region!");
                llOwnerSay("Error: "+llList2String(gaAgents,0));
            return;
            else
        }
                for (i=0; i < liCount; ++i)
 
                    llOwnerSay(llList2String(gaAgents,i)+": "+llKey2Name(llList2String(gaAgents,i)));
         integer index;
  }
        while (index < numOfAvatars)
}</lsl>
        {
            key id = llList2Key(avatarsInRegion, index);
            string name = llKey2Name(id);
 
            llOwnerSay(name + " [ " + (string)id + " ]");
            ++index;
        }
    }
}
</source>
<source lang="lsl2">
// Orders new list based on distance
//  and returns names and distances on touch
 
default
{
    touch_start(integer num_detected)
    {
         list keys = llGetAgentList(AGENT_LIST_REGION, []);
         integer numberOfKeys = llGetListLength(keys);
 
        vector currentPos = llGetPos();
         list newkeys;
        key thisAvKey;
 
        integer i;
        for (i = 0; i < numberOfKeys; ++i) {
             thisAvKey = llList2Key(keys,i);
            newkeys += [llRound(llVecDist(currentPos,
                            llList2Vector(llGetObjectDetails(thisAvKey, [OBJECT_POS]), 0))),
                        thisAvKey];
        }
 
        newkeys = llListSort(newkeys, 2, FALSE);     //  sort strided list by descending distance
 
        for (i = 0; i < (numberOfKeys * 2); i += 2) {
            llOwnerSay(llGetDisplayName(llList2Key(newkeys, i+1))
                +" ["+ (string) llList2Integer(newkeys, i) + "m]");
        }
    }
}
</source>
|helpers
|helpers
|also_header
|also_header
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* New function proposed by LL, reconciling the feature suggestions {{Jira|SVC-805}}, {{Jira|SVC-6427}}, {{Jira|MISC-243}} and {{Jira|SVC-5488}}.
* New function proposed by LL, reconciling the feature suggestions {{Jira|SVC-805}}, {{Jira|SVC-6427}}, {{Jira|MISC-243}} and {{Jira|SVC-5488}}.
* Pre-Released [[Release_Notes/Second_Life_RC_Magnum/12]] - Original JIRA requested "llGetRegionAgents()", the name changed since the released function does more.
* Pre-Released [[Release_Notes/Second_Life_RC_Magnum/12]] - Original JIRA requested "llGetRegionAgents()", the name changed since the released function does more.
* Date of Release  [[ Release_Notes/Second_Life_Server/12#12.04.30.255166 | 30/04/2012 ]]
|cat1=Functions
|cat1=Functions
|cat2=Avatar
|cat2=Avatar

Revision as of 06:14, 29 May 2019

Summary

Function: list llGetAgentList( integer scope, list options );

Requests a list of agents currently in the region, limited by the scope parameter.
Returns a list [key id0, key id1, ..., key idn] or [string error_msg] - returns avatar keys for all agents in the region limited to the area(s) specified by scope

• integer scope
AGENT_LIST_* flag specifies the selection scope
  • AGENT_LIST_PARCEL - returns only agents on the same parcel where the script is running.
  • AGENT_LIST_PARCEL_OWNER - returns only agents on any parcel in the region where the parcel owner is the same as the owner of the parcel under the scripted object.
  • AGENT_LIST_REGION - returns any/all agents in the region.
• list options Unused.

Caveats

  • There is no guaranteed understandable order or randomness to the list returned.
  • Will only return up to 100 agents.
  • Ghosts, agents that leave behind a corrupted presence and agents in God Mode depending on the level will have NULL_KEY returned instead of their real key with llGetAgentList(). There is also an issue with a certain type of ghosted agent still returning a key too. Perhaps check each key against llGetAgentSize() to verify if they're really in the sim or not; none of the above anomalies affect llGetAgentSize().
All Issues ~ Search JIRA for related Bugs

Examples

KBcaution.png Important: To check if an avatar is in the same sim, please check whether llGetAgentSize does NOT return ZERO_VECTOR. It's much faster and easier than calling llGetAgentList and running through the list to compare a given key with each list item.
KBcaution.png Important: As of now, this function does not have a delimiter for its option list. This means, the function MIGHT return up to a hundred avatar keys. You'll need a lot of free memory to be able to store those keys, be warned of possible STACK_HEAP_COLLISION_ERRORs.
//Displays up to 100 avatar key: name pairs detected in the entire region

default
{
    touch_start(integer total_number)
    {
        list avatarsInRegion = llGetAgentList(AGENT_LIST_REGION, []);
        integer numOfAvatars = llGetListLength(avatarsInRegion);

        // if no avatars, abort avatar listing process and give a short notice
        if (!numOfAvatars)
        {
            llOwnerSay("No avatars found within the region!");
            return;
        }

        integer index;
        while (index < numOfAvatars)
        {
            key id = llList2Key(avatarsInRegion, index);
            string name = llKey2Name(id);

            llOwnerSay(name + " [ " + (string)id + " ]");
            ++index;
        }
    }
}
//  Orders new list based on distance
//  and returns names and distances on touch

default
{
    touch_start(integer num_detected)
    {
        list keys = llGetAgentList(AGENT_LIST_REGION, []);
        integer numberOfKeys = llGetListLength(keys);

        vector currentPos = llGetPos();
        list newkeys;
        key thisAvKey;

        integer i;
        for (i = 0; i < numberOfKeys; ++i) {
            thisAvKey = llList2Key(keys,i);
            newkeys += [llRound(llVecDist(currentPos,
                            llList2Vector(llGetObjectDetails(thisAvKey, [OBJECT_POS]), 0))),
                        thisAvKey];
        }
  
        newkeys = llListSort(newkeys, 2, FALSE);     //  sort strided list by descending distance

        for (i = 0; i < (numberOfKeys * 2); i += 2) {
            llOwnerSay(llGetDisplayName(llList2Key(newkeys, i+1))
                +" ["+ (string) llList2Integer(newkeys, i) + "m]");
        }
    }
}

See Also

Deep Notes

History

All Issues

~ Search JIRA for related Issues
   llGetAgentList() with scope AGENT_LIST_PARCEL or AGENT_LIST_PARCEL_OWNER returns empty list when attached to avatar
   AGENT_LIST_LIMIT option for llGetAgentList()
   llGetNumberOfAgents() - companion to llGetAgentList() for retrieving count only.

Signature

function list llGetAgentList( integer scope, list options );