Simulator User Group
The Server User Group exists to provide an opportunity for discussion about server technology, annoying bugs, and feature ideas.
- Tuesdays 12:00-13:00 (general) http://slurl.com/secondlife/Denby/220/41/33,
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.
- Status of the following functions mentioned last week by ac14 Hutson (e.g. whether they have been reviewed):
- llLink*Sound - minimally llLinkPlaySound, llLinkLoopSound, llLinkTriggerSound, and llLinkStopSound - to reduce "stub scripts" for linkset sound emitters
- llAdjustSoundFrequency and llLinkAdjustSoundFrequency (see JIRA feature suggestion)
- llLinkAdjustSoundVolume
- I can elaborate on a few reasons why the above functions would assist in reducing script memory & preloading/cache issues if necessary. Nelson Jenkins 12:29, 4 November 2013 (PST)
Previous agenda:
- 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 collision sound (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 explain 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 aren't fired (or put in queue) while a script is in a loop ANSI Soderstrom
- SUGGESTION ? a possibility for more efficient mesh animation in SL User:Loki Eliot
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 passengers are allowed to enter parcel the path crosses. The problem we can divide in two subproblems:
- We have a path between two positions and we want determine what parcel the path crosses.
- Brute-force: Check every 4m along the path. Could make up to 64 checks when crossing the whole sim and still not accurate.
- Perhaps better to extend llCastRay to detect parcel bondaries (suggested by Maestro Linden.) The question is, how easy is it to do so?
- For every crossed parcel, 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.
- There may be also another problem specially for large vehicles, when one of passenger is not allowed to cross the parcel but others are, what happens to the vehicle? Eventually we must check for every passenger:
- will the vehicle stop when the vehicle itself touches the parcel boundary?
- will it stop when the forbidden avatar touches the parcel boundary but all other passengers pass the parcel?
- or will the unallowed avatar be striped from the vehicle that continues to move?
- In the beta group discussion was suggested to check parcel danger when the avatar in question is connected to the simulator. I'd extend it to at least 10m into other regions, so the vehicles 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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