Difference between revisions of "LlGetRegionTimeDilation"
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|return_type=float | |return_type=float | ||
|func_desc | |func_desc | ||
|return_text=that is the current time dilation, | |return_text=that is the current time dilation, the value range is {{Interval|gte=0.0|lte=1.0|center=time dilation}}, 0.0 (full dilation) and 1.0 (no dilation).{{Interval/Footnote}} | ||
|func_footnote=Time dilation | |func_footnote=It is used as the ratio between the change of script time to that of real world time. | ||
|spec=Time dilation is a method the server uses to cope with simulator lag. Physics and script generated lag can result in time dilation. Time dilation slows script time & execution. When time dilation is zero script execution halts. | |||
|caveats | |||
=====Affects===== | |||
*[[llGetTime]] & [[llGetAndResetTime]] | |||
*Intervals of [[timer]] & [[sensor]] events queued as a result of [[llSetTimerEvent]] & [[llSensorRepeat]]. | |||
|caveats=*[http://community.secondlife.com/t5/Second-Life-Server/Region-Idling-FAQ/m-p/1535497 Region idling] lowers a region's framerate when no avatars are currently on or looking into the region. Scripts measuring time dilation with llGetRegionTimeDilation may report significant time dilation if the region is [[llGetEnv|idle]]. | |||
|constants | |constants | ||
|examples | |examples=<source lang="lsl2"> | ||
// The beginnings of a region-info script. | |||
string region; | |||
string sim; | |||
default | |||
{ | |||
state_entry() | |||
{ | |||
llSetTimerEvent(1.0); | |||
} | |||
timer() | |||
{ | |||
string here = llGetRegionName(); | |||
if(region != here) | |||
{ | |||
sim = llGetSimulatorHostname(); | |||
region = here; | |||
} | |||
llSetText( | |||
" REGION NAME : " + region + | |||
"\n SIM HOSTNAME : " + sim + | |||
"\n TIME DILATION : " + (string)llGetRegionTimeDilation() + | |||
"\n REGION FPS : " + (string)llGetRegionFPS(), | |||
<0,1,0>, 1.0); | |||
} | |||
} | |||
</source> | |||
|helpers | |helpers | ||
|also_functions= | |also_functions= | ||
Line 20: | Line 51: | ||
|notes | |notes | ||
|cat1=Time | |cat1=Time | ||
|cat2= | |cat2=Region | ||
|cat3 | |cat3 | ||
|cat4 | |cat4 | ||
}} | }} |
Latest revision as of 02:48, 22 January 2015
LSL Portal | Functions | Events | Types | Operators | Constants | Flow Control | Script Library | Categorized Library | Tutorials |
Summary
Function: float llGetRegionTimeDilation( );0.0 | Forced Delay |
10.0 | Energy |
Returns a float that is the current time dilation, the value range is [0.0, 1.0], 0.0 (full dilation) and 1.0 (no dilation).[1]
It is used as the ratio between the change of script time to that of real world time.
Specification
Time dilation is a method the server uses to cope with simulator lag. Physics and script generated lag can result in time dilation. Time dilation slows script time & execution. When time dilation is zero script execution halts.
Affects
- llGetTime & llGetAndResetTime
- Intervals of timer & sensor events queued as a result of llSetTimerEvent & llSensorRepeat.
Caveats
- Region idling lowers a region's framerate when no avatars are currently on or looking into the region. Scripts measuring time dilation with llGetRegionTimeDilation may report significant time dilation if the region is idle.
Examples
// The beginnings of a region-info script.
string region;
string sim;
default
{
state_entry()
{
llSetTimerEvent(1.0);
}
timer()
{
string here = llGetRegionName();
if(region != here)
{
sim = llGetSimulatorHostname();
region = here;
}
llSetText(
" REGION NAME : " + region +
"\n SIM HOSTNAME : " + sim +
"\n TIME DILATION : " + (string)llGetRegionTimeDilation() +
"\n REGION FPS : " + (string)llGetRegionFPS(),
<0,1,0>, 1.0);
}
}
See Also
Functions
• | llGetRegionFPS | |||
• | llGetTime | |||
• | llGetAndResetTime |