On Tue, Dec 22, 2009 at 07:08:38AM -0500, Darrius Gothly wrote:
> llEndScript(integer die=FALSE); ? Or maybe a parameter with constants: 
> ENDSCRIPT_END, ENDSCRIPT_RETURN, ENDSCRIPT_DIE
> 
> 
> The comment about "returning objects" comes from Babbage's office hours on 
> the 9th of this month where he makes a comment about it.

Haha, if that is true - then the average IQ on this list
is a lot lower than I had expected. So, Babbage says:

>       [3:42]  Babbage Linden:  that will include functionality for finding 
> and returning scripted objects
> 
>       [3:42]  Babbage Linden:  so everyone will be able to find and clean up 
> the scripts they don't need
> 
>       [3:43]  Babbage Linden:  before we start enforcing limits

which means that IF they would implement a new LSL function
called llEndScript that allows one to pass a parameter "ENDSCRIPT_RETURN"
THEN (after adding that to all scripts) one could have a script return
the object it is in (as function of detected circumstance, like not
needing the script to run or exist).

And then people think that if I mention "dynamic limits" that that means
that if a script that is running and then can't run anymore because it's
memory is needed by a script with a higher priority, then the first
script is automatically returned by the server...

Those those two have so little to do with eachother I don't know where
to begin to draw a parallel that shows how little.

So, to be clear: No those are TOTALLY different subjects. And I never
said that objects had to be returned. On the contrary, that would be
a poor implementation as well. The simplest implementation that is
reasonable is to stop scripts that lose their memory (so they would
have to be manually restarted), and refuse to start scripts that don't
have memory at that moment, and probably to refuse to rez objects
with scripts that wouldn't have memory.  However(!) that is a rather
poor implementation as well. A lot better would be to stop scripts,
but swap them out to harddisk to preserve their state and automatically
resume where they were once there is memory again. Even better
would be to tell the scripts that they are swapped out and let them
deal with that fact at a very low pace (where one could then do:

  state_stasis {
     llEndScript(ENDSCRIPT_RETURN);
  }

in the chickens of my chicken-shoot example ;)... cause I'd have
no problem with the excess chickens to disappear.
Hopefully that isn't going to confuse people.
    
> However he does add just after that ...
> 
>       [3:44]  Babbage Linden:  no one else can see or return your 
> attachments

They are not asking people for input... they're just telling you
what is already decided. Nevertheless, I fail to see what this has
to do with our subject, unless you belong to the confused and think
now that someone else would return the objects of others when
they enter the sim and need memory  HAHAHAHA.

> And then goes the other way 10 minutes later ...
> 
>       [3:53]  Babbage Linden:  Jack is going to be communicating this to 
> people
> 
>       [3:53]  Babbage Linden:  when the limits are enforced, you will end up 
> with objects being returned

Sorry, but that is not "the other way". Objects being returned by the
system is not the same as objects being returned by others.

Also, this refers to a one-time moment: the moment the limits are switched
on, objects will be returned to force you within your limit. From that moment
on you will never be able to rez the same amount of objects (with scripts)
again, you will not be able to use more than your tiny share, even if the
server is totally unloaded; so after that is not needed to ever return
objects.

>       [3:54]  Babbage Linden:  but hopefully everyone will have enough time 
> to manage their attachments before that happens

Semantic translation:

no reason to shout that returning random objects is unfair, because then
you should have decided what jewels and/or other attachments you are wearing
now to delete yourself, before we enforce the limits.

> So, yeah, I can understand why people are concerned.

Well, you confuse the "fixed limit" approach that LL is going to force
down our throats with no means to chance anything about that, which will
only return most of your objects once,... with the "dynamic limit" approach
that was proposed, where objects are never returned and only stop
running temporarily at those moments that the sim is REALLY loaded too
heavily.

-- 
Carlo Wood <ca...@alinoe.com>
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