Difference between revisions of "Object rez"

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m (LSL object rez moved to Object rez: removing prefix)
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{{LSL_Event|event_id=28|event_delay|event=object_rez|p1_type=key|p1_name=id|p1_desc|event_desc=Triggered when task rezes in another task|constants|spec|caveats|examples|helpers|also_header|also_events|also_functions|also_articles|also_footer|notes|mode|deprecated}}[[Category:LSL_Stub]]
{{LSL_Event|event_id=28|event_delay|event=object_rez
|inject-2={{Issues/SVC-2926}}{{Issues/SVC-3421}}
|p1_type=key|p1_name=id|p1_desc=[[UUID]] of object rezzed.
|event_desc=Triggered when the object rezzes an object.
|constants
|spec
|caveats=
* Triggers in all running scripts with an [[object_rez]] event, AND in the same '''prim''' as the script calling [[llRezObject]] or [[llRezAtRoot]].
** Does NOT trigger in linked prims.
* A message sent to the rezzed object may arrive before the object has had a chance to opened a listen channel and is ready to receive [[listen]] events unless you provide for a communication handshake between the rezzer and the new object.
** Objects that have opened a listen channel before being rezzed (for example in [[state_entry]]) will be able to receive messages as soon as object_rez is triggered.
|examples=
==== Rez with handshake communication ====
The rezzer script will create a new object ("rezzee") and wait for a message from it before sending inventory items to the new object. Once all inventory items have been sent, the rezzer will send a message to the new object, letting it know the process is finished.
<syntaxhighlight lang="lsl2">
// The rezzer and rezzee must use the same communication channel.
integer COM_CHANNEL = -17974594;
string REZZEE_NAME = "Rezzee";
 
// These are expected messages between rezzer and rezzee.
string CMD_REZZEE_READY = "REZZEE_READY";
string CMD_REZZER_DONE = "REZZER_DONE";
 
key rezzee_key;
 
default
{
touch_start(integer num_detected)
{
// A separate state is used to disable touch-events and remove listens.
// This prevents multiple objects from being rezzed until the previous one
// has finished receiving everything it needs.
state rez_new_object;
}
}
 
state rez_new_object
{
state_entry()
{
// Listen for messages on the shared channel, from objects with the correct name.
llListen(COM_CHANNEL, REZZEE_NAME, "", "");
 
// Rez the object with the shared channel as the rez-parameter.
vector position = llGetPos() + <0, 0, 1>;
llRezObject(REZZEE_NAME, position, ZERO_VECTOR, ZERO_ROTATION, COM_CHANNEL);
}
 
object_rez(key id)
{
// The object has rezzed in-world. It may not have called llListen yet,
// so we'll save its UUID and wait for a message from it.
rezzee_key = id;
}
 
listen(integer channel, string name, key id, string message)
{
// Check that the 'ready' message was sent by the object we rezzed last.
if (message == CMD_REZZEE_READY && id == rezzee_key)
{
// Send inventory to the new object.
integer i = llGetInventoryNumber(INVENTORY_NOTECARD);
while (i--)
{
string name = llGetInventoryName(INVENTORY_NOTECARD, i);
llGiveInventory(id, name);
}
 
// Let the new object know it's ready, and return to original state.
llRegionSayTo(id, COM_CHANNEL, CMD_REZZER_DONE);
state default;
}
}
}
</syntaxhighlight>
The script in the new object ("rezzee") will let the rezzer know when it's prepared to receive communications.
<syntaxhighlight lang="lsl2">
// These are expected messages between rezzer and rezzee.
string CMD_REZZEE_READY = "REZZEE_READY";
string CMD_REZZER_DONE = "REZZER_DONE";
 
// These will be determined after this object is created by another object.
integer com_channel;
key rezzer_key;
 
default
{
on_rez(integer start_param)
{
// A separate state is used to prevent other functionality from happening
// while this object waits for its rezzer to finish sending everything it needs.
com_channel = start_param;
state wait_for_configuration;
}
}
 
state wait_for_configuration
{
state_entry()
{
// Get the key of the object which rezzed this object.
list details = llGetObjectDetails(llGetKey(), [OBJECT_REZZER_KEY]);
rezzer_key = llList2Key(details, 0);
 
// Listen for messages on the shared channel, from only the rezzer.
llListen(com_channel, "", rezzer_key, "");
 
// Prepare to receive inventory, then tell the rezzer we're ready.
llAllowInventoryDrop(TRUE);
llRegionSayTo(rezzer_key, com_channel, CMD_REZZEE_READY);
}
 
listen( integer channel, string name, key id, string message )
{
// Check that the 'done' message was sent by the rezzer.
if (message == CMD_REZZER_DONE && id == rezzer_key)
{
// Return to the original state to continue normal functionality.
state default;
}
}
 
state_exit()
{
// Turn off inventory drop. Changing state will also remove listens.
llAllowInventoryDrop(FALSE);
}
}
</syntaxhighlight>
==== Rez and communicate without handshake ====
If the new object has already opened a listen channel before being rezzed, a handshake is not necessary because the object_rez event will not trigger until the object is fully initialized.
 
This is how a script in the new object can pre-open a listen channel:
<syntaxhighlight lang="lsl2">
// The rezzer and rezzee must use the same communication channel.
integer COM_CHANNEL = -17974594;
 
default
{
    // This event is triggered when the script starts
    // and doesn't trigger again when this object is rezzed,
    // which means the listener will be open as soon as a new copy is rezzed.
    state_entry()
    {
        llListen(COM_CHANNEL, "", "", "");
    }
 
    listen(integer channel, string name, key id, string message)
    {
        // Get the key of the object which rezzed this object.
        list details = llGetObjectDetails(llGetKey(), [OBJECT_REZZER_KEY]);
        key rezzer_key = llList2Key(details, 0);
 
        if (id == rezzer_key)
        {
            // The message could be anything useful, such as
            // position data, sound/texture/avatar UUID, etc.
            llOwnerSay("I heard: " + message);
        }
    }
}
</syntaxhighlight>
And this is how it would simplify the rezzer script:
<syntaxhighlight lang="lsl2">
// The rezzer and rezzee must use the same communication channel.
integer COM_CHANNEL = -17974594;
string REZZEE_NAME = "Rezzee";
 
default
{
    touch_start(integer num_detected)
    {
        // Rez the object. The shared channel isn't included
        // because the new object is already listening to it.
        vector position = llGetPos() + <0, 0, 1>;
        llRezObject(REZZEE_NAME, position, ZERO_VECTOR, ZERO_ROTATION, 0);
    }
 
    object_rez(key id)
    {
        // The object has rezzed in-world.
        // We can message it directly because we know it's listening.
        llRegionSayTo(id, COM_CHANNEL, "Are you there?");
    }
}
</syntaxhighlight>
|helpers
|also_header
|also_events=
{{LSL DefineRow||[[on_rez]]|Triggered when the object the script is in is rezzed}}
|also_functions=
{{LSL DefineRow||[[llRezObject]]|Used to rez an object at the center of mass}}
{{LSL DefineRow||[[llRezAtRoot]]|Used to rez an object at the root}}
|also_articles
|also_footer
|notes
|mode
|cat1=Rez
|cat2
|cat3
|cat4
}}

Latest revision as of 15:08, 27 January 2024

Description

Event: object_rez( key id ){ ; }

Triggered when the object rezzes an object.

• key id UUID of object rezzed.

Caveats

  • Triggers in all running scripts with an object_rez event, AND in the same prim as the script calling llRezObject or llRezAtRoot.
    • Does NOT trigger in linked prims.
  • A message sent to the rezzed object may arrive before the object has had a chance to opened a listen channel and is ready to receive listen events unless you provide for a communication handshake between the rezzer and the new object.
    • Objects that have opened a listen channel before being rezzed (for example in state_entry) will be able to receive messages as soon as object_rez is triggered.


Examples

Rez with handshake communication

The rezzer script will create a new object ("rezzee") and wait for a message from it before sending inventory items to the new object. Once all inventory items have been sent, the rezzer will send a message to the new object, letting it know the process is finished.

// The rezzer and rezzee must use the same communication channel.
integer COM_CHANNEL = -17974594;
string REZZEE_NAME = "Rezzee";

// These are expected messages between rezzer and rezzee.
string CMD_REZZEE_READY = "REZZEE_READY";
string CMD_REZZER_DONE = "REZZER_DONE";

key rezzee_key;

default
{
	touch_start(integer num_detected)
	{
		// A separate state is used to disable touch-events and remove listens.
		// This prevents multiple objects from being rezzed until the previous one
		// has finished receiving everything it needs.
		state rez_new_object;
	}
}

state rez_new_object
{
	state_entry()
	{
		// Listen for messages on the shared channel, from objects with the correct name.
		llListen(COM_CHANNEL, REZZEE_NAME, "", "");

		// Rez the object with the shared channel as the rez-parameter.
		vector position = llGetPos() + <0, 0, 1>;
		llRezObject(REZZEE_NAME, position, ZERO_VECTOR, ZERO_ROTATION, COM_CHANNEL);
	}

	object_rez(key id)
	{
		// The object has rezzed in-world. It may not have called llListen yet,
		// so we'll save its UUID and wait for a message from it.
		rezzee_key = id;
	}

	listen(integer channel, string name, key id, string message)
	{
		// Check that the 'ready' message was sent by the object we rezzed last.
		if (message == CMD_REZZEE_READY && id == rezzee_key)
		{
			// Send inventory to the new object.
			integer i = llGetInventoryNumber(INVENTORY_NOTECARD);
			while (i--)
			{
				string name = llGetInventoryName(INVENTORY_NOTECARD, i);
				llGiveInventory(id, name);
			}

			// Let the new object know it's ready, and return to original state.
			llRegionSayTo(id, COM_CHANNEL, CMD_REZZER_DONE);
			state default;
		}
	}
}

The script in the new object ("rezzee") will let the rezzer know when it's prepared to receive communications.

// These are expected messages between rezzer and rezzee.
string CMD_REZZEE_READY = "REZZEE_READY";
string CMD_REZZER_DONE = "REZZER_DONE";

// These will be determined after this object is created by another object.
integer com_channel;
key rezzer_key;

default
{
	on_rez(integer start_param)
	{
		// A separate state is used to prevent other functionality from happening
		// while this object waits for its rezzer to finish sending everything it needs.
		com_channel = start_param;
		state wait_for_configuration;
	}
}

state wait_for_configuration
{
	state_entry()
	{
		// Get the key of the object which rezzed this object.
		list details = llGetObjectDetails(llGetKey(), [OBJECT_REZZER_KEY]);
		rezzer_key = llList2Key(details, 0);

		// Listen for messages on the shared channel, from only the rezzer.
		llListen(com_channel, "", rezzer_key, "");

		// Prepare to receive inventory, then tell the rezzer we're ready.
		llAllowInventoryDrop(TRUE);
		llRegionSayTo(rezzer_key, com_channel, CMD_REZZEE_READY);
	}

	listen( integer channel, string name, key id, string message )
	{
		// Check that the 'done' message was sent by the rezzer.
		if (message == CMD_REZZER_DONE && id == rezzer_key)
		{
			// Return to the original state to continue normal functionality.
			state default;
		}
	}

	state_exit()
	{
		// Turn off inventory drop. Changing state will also remove listens.
		llAllowInventoryDrop(FALSE);
	}
}

Rez and communicate without handshake

If the new object has already opened a listen channel before being rezzed, a handshake is not necessary because the object_rez event will not trigger until the object is fully initialized.

This is how a script in the new object can pre-open a listen channel:

// The rezzer and rezzee must use the same communication channel.
integer COM_CHANNEL = -17974594;

default
{
    // This event is triggered when the script starts
    // and doesn't trigger again when this object is rezzed,
    // which means the listener will be open as soon as a new copy is rezzed.
    state_entry()
    {
        llListen(COM_CHANNEL, "", "", "");
    }

    listen(integer channel, string name, key id, string message)
    {
        // Get the key of the object which rezzed this object.
        list details = llGetObjectDetails(llGetKey(), [OBJECT_REZZER_KEY]);
        key rezzer_key = llList2Key(details, 0);

        if (id == rezzer_key)
        {
            // The message could be anything useful, such as
            // position data, sound/texture/avatar UUID, etc.
            llOwnerSay("I heard: " + message);
        }
    }
}

And this is how it would simplify the rezzer script:

// The rezzer and rezzee must use the same communication channel.
integer COM_CHANNEL = -17974594;
string REZZEE_NAME = "Rezzee";

default
{
    touch_start(integer num_detected)
    {
        // Rez the object. The shared channel isn't included
        // because the new object is already listening to it.
        vector position = llGetPos() + <0, 0, 1>;
        llRezObject(REZZEE_NAME, position, ZERO_VECTOR, ZERO_ROTATION, 0);
    }

    object_rez(key id)
    {
        // The object has rezzed in-world.
        // We can message it directly because we know it's listening.
        llRegionSayTo(id, COM_CHANNEL, "Are you there?");
    }
}

See Also

Events

•  on_rez Triggered when the object the script is in is rezzed

Functions

•  llRezObject Used to rez an object at the center of mass
•  llRezAtRoot Used to rez an object at the root

Deep Notes

Issues

All Issues

~ Search JIRA for related Issues
   object_rez() erroneously triggers on full parcel
   Possible Mono bug with object_rez

Signature

event void object_rez( key id );