[sldev] Opening the server source?

Mike Monkowski monkowsk at watson.ibm.com
Tue Jul 3 12:53:11 PDT 2007


I thought you were talking about scripting.  If not, what are you 
uploading and to where?  I don't understand the security problems that 
you see.

Mike

Adam Frisby wrote:
> Right, but are we talking scripting here or hard compiled engines 
> themselves? (Little confused what's being reffered to)
> 
> Adam
> 
> Mike Monkowski wrote:
> 
>> Adam Frisby wrote:
>>
>>> In terms of scripting / physics engines - you still need to be able 
>>> to upload and compile, and once you are allowing that, you open a big 
>>> can of worms with security, doing it without opening that would be a 
>>> very interesting challenge.
>>
>>
>>
>> I understand that scripts could be visible to the private sims, but 
>> they're just assets served up by another server.  If you don't want 
>> your scripts sent to private sims, it would be just as easy as making 
>> them non-editable now.  Just another flag in a database.
>>
>> The upload part I don't understand, though.  You would upload through 
>> the LL transaction server, not the physics/scripting server. The 
>> physics/scripting server would also get the objects through the LL 
>> transaction server.  The viewer would in turn receive objects from the 
>> physics/scripting server.  Presumably, the server would have a local 
>> cache, so the viewer wouldn't see the fetch lag for objects that are 
>> resident to the sim.
>>
>> Mike


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