[sldev] Server 1.25.3 Limits Simultaneous Animations

Soft soft at lindenlab.com
Fri Jan 16 09:45:32 PST 2009


On Fri, Jan 16, 2009 at 11:30 AM, Henri Beauchamp <sldev at free.fr> wrote:
> On Fri, 16 Jan 2009 11:11:32 -0600, Soft wrote:
>> On Fri, Jan 16, 2009 at 11:05 AM, Henri Beauchamp <sldev at free.fr> wrote:
>> > On Fri, 16 Jan 2009 11:02:26 -0600, Soft wrote:
>> >> On Fri, Jan 16, 2009 at 10:37 AM, Candide LeMay <candide.lemay at gmail.com> wrote:
>> >> >> Just as it is with OS or hardware upgrades, anyone
>> >> >> offering products built on a platform needs to be involved in the
>> >> >> platform upgrade process. It's the only way content creators can
>> >> >> ensure a smooth experience for their users.
>> >> >
>> >> > How exactly is setting yet another arbitrary limit an upgrade? Who
>> >> > will benefit from this change and how?
>> >>
>> >> Previously the number of allowed animations was unbounded. Griefers
>> >> were setting large numbers of simultaneous animations active in order
>> >> to slow down viewers and (in cases with very large numbers) cause
>> >> crashes
>> >
>> > Then this should be a client side limit (and adjustable one via a debug
>> > setting)... It has nothing to do in a server side limitation...
>>
>> That's incorrect. The server still has to request the animations.
>> Previously, it was possible for a griefer to set up enough requests to
>> cause asset server lag and bloat simulator memory.
>
> As it is implemented in v1.25, the requests still go through... The only
> difference with v1.24 is that the oldest anim stops being played when a new
> one is requested...

AFAIK, there's matching code on the simulator.

So far, the release team responded pretty positively to asking for
release notes on aditi. I bet it happens, and  this will be one of
those things where people slap their foreheads and wonder why we
weren't doing it all along. That's the kind of thing that sldev
discussions are good for. :)


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