[sldev] "Unreferenced" assets
Kent Quirk (Q Linden)
q at lindenlab.com
Wed May 21 20:56:38 PDT 2008
If we're gonna do a client-side scripting language, which has been
discussed from time to time, it seems like we should solve the more
general problem of client-side scripting systems for things like UI
(HUDs) and automation. Given that we've committed to Mono server-side,
seems like we'd want to leverage tools and engineering know-how and
use Mono client-side too.
Which is not to be making any promises, just an expression of where
this discussion has led in the past.
Q
On May 21, 2008, at 10:44 PM, Sean Lynch wrote:
> While this wouldn't affect the need to serialize the attachment's
> script states (usually just in the attachment asset itself) at
> logout, this could potentially make teleport simpler and more
> reliable due to not needing to send attachments between simulators.
> This is not trivial due to the fact that attachments can currently
> interact not just with people's viewers (particle scripts and the
> like) but with stuff in the simulator, just like a script in a non-
> attached object.
>
> Perhaps a faster way to this would be an attachment-scripting
> language that just ran right in your viewer. Javascript maybe?
>
> On Wed, May 21, 2008 at 6:08 PM, Lawson English <lenglish5 at cox.net>
> wrote:
> Kelly Linden wrote:
> Argent Stonecutter wrote:
> On 2008-05-20, at 13:37, Kelly Linden wrote:
> So, resident inventory lives in the (DB) and each item references
> one or more assets in (ASC). Object inventory lives in (SIM) and
> each item references one or more assets in (ASC). Items actually in
> world don't really reference any asset in (ASC) or anything in
> (DB). Keeping items inside the contents of objects in world and
> *not* in your inventory reduces the load of (DB) and may help keep
> your inventory loading faster, depending on how much you do it. It
> doesn't have any effect on (ASC) load though.
>
> Aha, so for attachments then... I assume they're fragile because
> they're handled by the sim, with an original reference back to the
> inventory, but *not* saved in sim state.
>
> Yes, more or less. They are the only case of an item in world that
> is also in your inventory, and the only case of an item in world
> that isn't in the sim state saves. That makes them doubly unique,
> and doubly fun. They also cross region boundaries far more than any
> other object, which has significant implications.
>
> I'm wondering how this interacts with Zero's proposed Agent Domain
> script server for attachments? Someone pointed out to him a while
> back that bling scripts might need to be dealt with differently than
> regular scripts, even in untrusted Region Domains (bling is part of
> Avatar Identity afterall) so one plausible solution was to have the
> scripts stay running but be kept in a private script server just for
> attachments.
>
>
> Lawson
>
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