Difference between revisions of "Talk:LlListen"

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== Performance and Sim impact of llListen ==
== Performance and Sim impact of llListen ==


I have heard some comments from sim owners that adding too many listens to a sim would either degrade performance, or there is a hard cap limit to the number that can be active. Is there any validity to this? There is also some discussion regarding filtered vs. unfiltered listens. Unfiltered is obviously an easy way to get aroung the 65 listener limit per script (and subsequently the number active on a sim), but may come with an overhead penalty. This seems somewhat counterintuitive as the filtering process should comsume more clock cycles than simply passing everything on a channel (or all channels?) to the script.
I have heard some comments from sim owners that adding too many listens to a sim would either degrade performance, or there is a hard cap limit to the number that can be active. Is there any validity to this? There is also some discussion regarding filtered vs. unfiltered listens. Unfiltered is obviously an easy way to get aroung the 65 listener limit per script (and subsequently the number active on a sim), but may come with an overhead penalty. This seems somewhat counterintuitive as the filtering process should comsume more clock cycles than simply passing everything on a channel (or all channels?) to the script. -- {{User|Melany Lunasea}}
 
:Listens do impact sim performance. It's better to have a single listen processing commands coming in on a single channel then it is to have multiple listens open all on the same channel. -- [[User:Strife Onizuka|Strife Onizuka]] 23:13, 8 March 2008 (PST)

Revision as of 23:13, 8 March 2008

  1. Has this function to be called in every state?
  2. Yes, it's a feature. Strife Onizuka
  1. How can i send commands in chat that cannot be seen by others?
    1. By other avatars?
    2. Use any channel other then 0 (PUBLIC_CHANNEL).
    1. By other scripts?
    2. Can't keep other scripts from hearing what scripts or avatars say. But you can write complicated channel hopping communications that span the entire range of 4 billion channels, reducing the probability of anyone capturing a complete message.
    1. What [happens] when i do configuration via public channel? There are some scripts that use commands like '/99stop' which cannot be seen in public channel by others
    2. They can be seen by other scripts, the number at the beginning indicates the channel. '/99stop' sends 'stop' on channel 99. That can also be written as '/99 stop' and have the same effect. Any script just has to listen on channel 99 to receive the command.

general usage

please explain or show examples that explain what the arguments to llListen do. specific questions:

Q: what does it mean to filter on name? is that the name of the speaker? does it have to be a full exact match, or can it match a substring of the character's name? (for example, can i filter by "Baroque" or "Ken" rather than "Kendown Baroque"?)

Q: similarly, I believe filtering by key means that the ID provided must be that of the speaker; is that correct?

Q: is the message filter case-sensitive? for that matter, is the name filter?

Performance and Sim impact of llListen

I have heard some comments from sim owners that adding too many listens to a sim would either degrade performance, or there is a hard cap limit to the number that can be active. Is there any validity to this? There is also some discussion regarding filtered vs. unfiltered listens. Unfiltered is obviously an easy way to get aroung the 65 listener limit per script (and subsequently the number active on a sim), but may come with an overhead penalty. This seems somewhat counterintuitive as the filtering process should comsume more clock cycles than simply passing everything on a channel (or all channels?) to the script. -- Melany Lunasea

Listens do impact sim performance. It's better to have a single listen processing commands coming in on a single channel then it is to have multiple listens open all on the same channel. -- Strife Onizuka 23:13, 8 March 2008 (PST)