[sldev] Script/Parcel/Memory Limits

Ziggy Puff ziggy at planetziggy.com
Wed Dec 16 20:07:23 PST 2009


I wrote some scripts for a friend which let her sell a single object 
with multiple color options on subsets of prims, instead of creating a 
different object for each color permutation. I set it up with a pool of 
slave scripts in the root prim, and she tested it on a few customer with 
different numbers of slave scripts. Every single customer with a small 
slave pool complained when it took more than a few seconds to switch the 
textures.

She was happy when I told her that pretty soon all of that can be 
reduced to one script.

Kelly Linden wrote:
>
>
> On Wed, Dec 16, 2009 at 7:31 PM, Dahlia Trimble 
> <dahliatrimble at gmail.com <mailto:dahliatrimble at gmail.com>> wrote:
>
>     The master script can then modify these values and modify the
>     child prims using the existing llSetLinkPrimitiveParams() function.
>
>
> At 0.2 seconds of script sleep per call you are currently at 1 second 
> for every 5 prims.  100 prims is 20 seconds and 200 is 40 seconds of 
> pure sleep, outside any time the script actually uses.  While this 
> isn't actually very horrible for something that you would in theory 
> only do rarely why push this on your customers when it is simple to 
> have a script in each prim and get near-instant change?
>
> By adding a version of llSetLinkPrimitiveParams that does not have a 
> delay you will be able to get the same 'near instant' change with a 
> single script, and that is our goal.
>
> Additionally, llGetLinkPrimitiveParams doesn't yet exist and will 
> remove the need for even the initial round of self-deleting scripts in 
> each prim.
>
>  - Kelly
> ------------------------------------------------------------------------
>
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