[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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