[sldev] New viewer released with logging of the owners of speaking
objects and their location
John Hurliman
jhurliman at wsu.edu
Fri Aug 31 04:31:02 PDT 2007
Dale Glass wrote:
> On Fri, Aug 31, 2007 at 01:22:23AM -0700, John Hurliman wrote:
>
>> Why don't you use RegionHandleRequest? You can find esoteric stuff like
>> this by searching through
>> http://www.libsecondlife.org/template/release/1.18.2.0.txt, in this case
>> I just searched for RegionID since it has been a while since I did what
>> you are working on now.
>>
> I saw that one, but it's still a deadend as I can't find a RegionHandle
> to SimName. The teleporting around is the first way I found to get
> something with libsecondlife. It's slow but I don't hurry :-)
>
Slow isn't so much an issue, but having the viewer rely on a third party
website for functionality and having to continually run your bots to
update the database are sticky points.
> Now something better would be nice indeed. I suppose I could make the
> viewer request the whole map. But that might be too much load on the
> grid (imagine if this goes in, every avatar doing that once per login!).
>
Funny you mention that, as only a few versions ago (and everything
version before) that is exactly what the clients did. If no cache was
present on the hard drive they would query for the entire map (both
mainland and islands) and store it locally.
> I suppose a compromise would be shipping the sim DB and only doing the
> brutal grid melting query if it comes across a key that's not in the DB.
>
> Of course all this would be much easier if LL could add a
> RequestRegionName message :-)
>
>
The popular trick floating around #libsl-dev is to use the SL Map API.
There is a javascript file that contains X/Y coords -> region name
mappings for the entire grid. Convert those to region handles and you
have a (mostly) up to date complete database with a single web query to
an official SL server with no bot farm needed. Querying for the entire
map is a more "in-world" style solution, but I assume they removed the
code that queried the entire map for a reason.
John Hurliman
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