Simulator User Group

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Revision as of 12:46, 24 September 2013 by Jenna Felton (talk | contribs) (Extended the questions to make it clearer)
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The Server User Group exists to provide an opportunity for discussion about server technology, annoying bugs, and feature ideas.

Schedule

Meetings are at Denby/225/25/25

Also see the calendar of public user group meetings.


Agenda

Agenda for the next user group meeting is: LL developer news then open discussion.

  • Feature Request : Please make the Prim-Collision-Sound to PrimProperty, its not good for a less lag expierence if people have to put a script in EACH Prim (and keep it there) for a new collisionsound (instead of rezzing a copy of a prim with a already choosen sound). A Script will Reserve 64kb Memory on the Server, even if poeple compile it not to MONO, there is also a need about 16kb to just set a new Collision Sound (which has only 32Bytes). ANSI Soderstrom
  • BUG ? : KennyLex Luckless want to explian why the new LandImpactCalculationSystem is NOT correct but buggy at Torus's ANSI Soderstrom
  • Any chance that LL will consider implementing master accounts (SVC-6212), perhaps enhanced with connection to OpenID and other identity providers? Also, what's the status of the exploit described in https://jira.secondlife.com/browse/VWR-13228? Mona Eberhardt
  • BUG ! some LSL-Events are´ nt fired (or put in queue) while a script is in a loop ANSI Soderstrom

To continue the discussion in the Server Beta user group (the agenda, https://wiki.secondlife.com/w/index.php?title=Server_Beta_User_Group&oldid=1181685 and the discussion, https://wiki.secondlife.com/wiki/Beta_Server_Office_Hours/Minutes/2013-09-19.) In short, we have a quest to create a physically working teleporter, a vehicle or an attachment that moves along a given path and has to know if the attached avatar or all sat pasengers are allowed to enter parcell the path crosses. The problem we can divide in two subproblems:

  1. We have a path between two positions and we want determine what parcells the path crosses.
    1. Brute-force: Check every 4m along the path. Could make up to 64 checks when crossing the whole sim and stil not accurate.
    2. Perhaps better to extend llCastRay to detect parcell bondaries (suggested by Maestro Linden.) The question is, how easy is it to do so?
  2. For every crossed parcell, we need to know if there is danger to enter for the vehicle itself (prim limit) the vehicle scripts (allowed to run) or for the attached or sat avatars. I can not see any function to do this check for avatars in the Wiki.
  3. There may be also another problem specially for large vehicles, when one of passenger is not allowed to cross the parcell but others are, what hapens to the vehicle? Eventually we must check for every pasenger:
    1. will the vehicle stop when the vehicle itself touches the parcell boundary?
    2. will it stop when the forbidden avatar touches the parcell boundary but all other passengers pass the parcell?
    3. or will the unallowed avatar be striped from the vehicle that continues to move?
  4. In the beta group discussion was suggested to check parcel danger when the avatar in question is connected to the sumulator. I'd extend it to at least 10m into other regions, so the vehcles could determine if its ok to bring passengers over to the next region.

Jenna Felton 11:41, 24 September 2013 (PDT)

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Simulator_User_Group/Transcripts/2012

Simulator_User_Group/Transcripts/2011