Money

From Second Life Wiki
Revision as of 01:21, 22 January 2015 by Lady Sumoku (talk | contribs) (Replaced old <LSL> block with <source lang="lsl2">)
Jump to navigation Jump to search
Emblem-important-red.png Security Warning!

When writing a vendor, Always (ALWAYS!) check the amount paid in your money() event. Preconfigured payment amounts from llSetPayPrice() are only a suggestion to the client. The client can still send L$0 or any positive integer. Never trust the client software to be secure. This is not important, of course, for a simple tipjar.

Description

Event: money( key id, integer amount ){ ; }

Triggered when money is paid to the prim in the amount by id.

• key id who paid
• integer amount the amount paid

Specification

When money is paid to the prim, the money is given to the object's owner.
If the object is owned by or deeded to a group it is divvied up amongst the group members immediately (which is why groups can't grant PERMISSION_DEBIT). Only members of a role that has the "Accounting/Pay group liabilities and receive group dividends" attribute will receive money.
Don't forget to turn on the pay-behavior of the prims/objects involved.
The pay buttons should be configured in most applications where money is being transfered (llSetPayPrice), it makes paying money to the object easier.

Caveats

  • This event cannot be triggered by a call to llGiveMoney because llGiveMoney cannot be used by one object to pay another object.
  • Money cannot be paid to an attachment.
All Issues ~ Search JIRA for related Bugs

Examples

This example shows the simplest tip-jar and shows how little code is needed to receive unverified amounts of money.

default
{
    money(key id, integer amount)      // Some money has been received (and has been paid into the owner's account) 
    {
        // Thank the giver for their tip
        llInstantMessage(id, "Thanks for the L$"  + (string) amount + " tip!");
    }
}

Next level of tip jar, advising owner, keeping a running total, and with floating text to show status.

integer Total;
string  OwnerName;

default
{
    on_rez( integer sparam )
    {
        llResetScript();
    }
    state_entry()
    {
        OwnerName = llKey2Name( llGetOwner() );
        llSetText( OwnerName + "'s Tip Jar.\nAny tips gratefully received!\nL$0 Donated so far", <.2, 1, .6>, 1);
    }

    money(key id, integer amount)
    {
        Total += amount;
        // Shortcut 'cheat' to avoid multiple casts when constructing a message including non-string items
        string str = (string) [OwnerName, "'s Tip Jar.\nPlease tip if you are so inclined!\nL$", amount, " Was donated last!\nL$", Total, " Donated so far" ];
        llSetText(str, <1,1,1>, 1);
        llInstantMessage(id,"Thanks for the tip!");
        llInstantMessage(llGetOwner(), llKey2Name(id) + " donated L$" + (string) amount );
    }
}

An elementary vendor with money validation and refund capability

// Give the first item in this object's inventory to anyone who pays the price

integer price = 10;      // The price needed to purchase the item

default
{
    state_entry()
    {
        // Turn off pay options so no money can be received until we are ready
        llSetPayPrice(PAY_HIDE, [PAY_HIDE ,PAY_HIDE, PAY_HIDE, PAY_HIDE]);
        // Request Debit Permissions from the owner so refunds can be given
        llRequestPermissions(llGetOwner(), PERMISSION_DEBIT);
    }
    on_rez(integer p)
    {
        llResetScript();                // Reset script on rezzing. Will thus register any change of owner.
    }
    money(key id, integer amount)        // Some money has been received and has gone to this object's owner
    {
        if (amount < price)
        {   // Customer has not paid enough
            llInstantMessage(id, "That's not enough money.");
            llGiveMoney(id, amount);   // Refund the money they paid
            return;
        }
        if (amount > price)
        {   // Customer paid too much. Refund the excess
            integer change = amount - price;
            llInstantMessage(id, "You paid more than L$" + (string)price
                + "  your change is L$" + (string)change );
            llGiveMoney(id, change);
        }
        // Customer has paid at least the right amount. Give them the item.
        string ItemName = llGetInventoryName(INVENTORY_OBJECT, 0);
        llGiveInventory(id, ItemName);
        llInstantMessage(id, "Please accept your purchase worth L$" + (string) price );
    }
    run_time_permissions(integer perm)
    {
        // If Debit permissions are granted, set up the pay price for this single-price vendor
        if(perm & PERMISSION_DEBIT)
            llSetPayPrice(price, [PAY_HIDE ,PAY_HIDE, PAY_HIDE, PAY_HIDE]);

        // In practice, the following line would be preferable and almost fully guards against a wrong amount being paid
        // - except in the rare event that the price is changed while a transaction is in progress, or a user with a hacked viewer
        //  llSetPayPrice(PAY_HIDE, [price ,PAY_HIDE, PAY_HIDE, PAY_HIDE]);
    }
}

See Also

Functions

•  llTransferLindenDollars Give money to another avatar with transaction confirmation
•  llGiveMoney Give money to another avatar
•  llSetPayPrice Configure the pay buttons

Deep Notes

Signature

event void money( key id, integer amount );