The problem with using script count, is that one script can be as
laggy as 10 or even 100 scripts. It may be more likely that 100 scripts
in an object is laggier, but one script could potentially be as laggy or
more so.
I think this would be my user story:
As a user and a region owner / estate manager I would like the ability
throttle residents' scripted attachments and unattached scripted objects
when they are within my region. Currently we only have the ability to
turn off scripts, but throttle scripted objects so as to limit the
amount of "time" a scripted object can act within a given cycle.
One potential issue I see to being allowed to set a script limit to
unattached objects is that some designers may then try to build multiple
objects that communicate together in order to try and work around the
region's set script limits.
- Obsidian Stormwind
On 9/29/2010 6:27 PM, miss c wrote:
We all know about the amount of lag on avatars, some are from resizing
scripts some are from excessive calls, sensors, some are from chat
listeners that have to filter out ever single bit of chat in a
region. Most avatars do not even realize they have purchased
something causing issues.
I think "scanning" an avatar before it goes to a teleport destination
to see if that amount of script usage is allowed on that region isn't
fixing a problem, and leaves someone that doesnt know any better at a
loss. I also believe that limiting the amount of scripts in one
object is a little more doable, but some functions are at idle in
scripts.
I think the best method that goes with Linden Labs philosophy of be
and do what you want to do, would just be to give better monitoring
tools to Estate owners, they pay those server bills they should have
some better tools. Whether its a script count, usage, calls to the
server, or just be able to open up a server window to see what is
going WITH a must have uuid and location its coming from. I would be
happy with a debug server window that does this. This isn't an
unreasonable request to give me more tools, I am not hard to please,
what is unreasonable is that I pay out the wazoo and anyone can come
crash my region if they wanted to. They can lag it up galore just for
giggles and I cant do anything about it, they can do this daily ,
everyday several times a day, and I have to be the victim of it.
As I said before, most don't even know they are doing this because
it's in an item they purchased, so this is where the ***SCRIPT
COUNTER*** comes in handy. We make the announcement for everyone to
script count yourself and your neighbors , everyone does using the
forks off of Emerald, and the region gets better. It isn't the
solution for everything, but it helps when excessive scripts is the
cause. I am not going to give you a full on user story because I feel
like that gives you reason to place this in a faraway request. This
works now in other viewers, it can work in yours too :-)
------------------------------------------------------------------------
*From:* Joshua Bell <j...@lindenlab.com>
*To:* miss c <miss_c...@yahoo.com>
*Cc:* opensource-dev@lists.secondlife.com
*Sent:* Wed, September 29, 2010 6:45:50 PM
*Subject:* Re: [opensource-dev] 2.0 Absolute Dealbreaker - script
count feature request
Taking a stab at a user story:
As a land owner, I want to ensure that sim performance is not
negatively impacted by particular avatars with lots of scripts, so
that all users of the sim have a good experience.
That abstracts away the mechanism... which suggests to me that
approaches like dynamic per-avatar caps on script cycles might be a
better approach to pursue than specific functions that enable
monitoring. But I'm probably over-abstracting the desire and it would
encode the policy in the sim, rather than letting land owners
self-manage. Can we craft a better user story to capture the true need?
On Wed, Sep 29, 2010 at 4:09 PM, miss c <miss_c...@yahoo.com
<mailto:miss_c...@yahoo.com>> wrote:
Let me reword that last part. I should be able to locate a person
using excessive amounts of resources on my sim. I also should be
able to stop random people on alts setting out to grief secretly
with the overuse of scripts.
------------------------------------------------------------------------
*From:* miss c <miss_c...@yahoo.com <mailto:miss_c...@yahoo.com>>
*To:* Zi Ree <tinacl...@gmx.de <mailto:tinacl...@gmx.de>>;
opensource-dev@lists.secondlife.com
<mailto:opensource-dev@lists.secondlife.com>
*Sent:* Wed, September 29, 2010 5:45:25 PM
*Subject:* Re: [opensource-dev] 2.0 Absolute Dealbreaker - script
count feature request
This is a tough one because it does leave a lot of guess work, but
still could be added to my list of tools I use to guess with. I
will totally take it if it's being offered, I just pray this inst
the foundation the future tools will be built off of. And about
the whole banning, my regions private, just open to the public, if
I want to ban anyone coming in my sim wearing pink, I can. I hope
thats not why tools are being kept from us, is because the
Linden's are afraid we will make unintelligent bans. I pay a lot
of money out I should be able to do what I want with it within the
ToS, I should be given the tools to at least keep random newbs
from secretly crashing my sim.
------------------------------------------------------------------------
*From:* Zi Ree <tinacl...@gmx.de <mailto:tinacl...@gmx.de>>
*To:* opensource-dev@lists.secondlife.com
<mailto:opensource-dev@lists.secondlife.com>
*Sent:* Wed, September 29, 2010 5:28:07 PM
*Subject:* Re: [opensource-dev] 2.0 Absolute Dealbreaker - script
count feature request
> Do you want an incomplete yet helpful solution doable now, to be
> improved/completed later on,
> or do you prefer to wait another 6-12+ month with nothing at all?
Since improvised and incomplete solutions tend to become the final
one after a
while, and since I have no issues with script memory whatsoever, I
rather wait
for a fully functional, complete implementation than seeing a
temporary and
useless "solution" in place.
Zi
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