[sldev] Plugin API Architecture for Second Life

Ben Byer sldev at bushing.mm.st
Mon Feb 12 22:45:50 PST 2007


On Feb 12, 2007, at 8:38 PM, Tim Shephard wrote:

>> I don't really understand how you can embed a virtual machine without
>> using callbacks in functions.
>
> I think your comment probably should have been, you don't really
> understand how you can do the things you want to (such as your OTR
> plugin) without callbacks.   And, that's a good point.  I don't
> understand that either!

Fair enough.  Actually.. I don't understand how you can have a plugin  
that can do *anything* useful without callbacks.  Let's say you  
compile a Python interpreter into SecondLife.exe (easy), and you set  
up some bindings so you can pop up message windows and send packets  
from a Python program (less easy, but still possible).

Let's say that you then modify the client and add a Plugins... menu  
(option) that lets you load plugins, and maybe run them ... but then  
what?

How do you make plugins that do the following, without overriding /  
intercepting some existing behavior of the client?

* Log Chat or IMs or Avatar names or ...

* Support new types of media -- movies, textures, etc

* readline support for editing the chat input box

* A better script editor

* HTML-on-a-prim, or at least HTML-in-a-window ...

-b


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