Does the sim send this message to itself?
The client does not run LSL scripts, and so would never send such an
LLUUID. However, if it does accept such input in that field then,
together with the below two options, there is now a third option: 3) The sim
looks up the given LLUUID and checks the IP address of the sender of the UDP
packet to help guard against impersonation, and the permissions of the given
LLUUID if the sender is not an agent.
Interesting. I think we just
stumbled onto the implementation issue that is causing the money bug wherein
sometimes an object’s money() event is not triggered when paid.
They must use UDP packets internally in sim-to-sim messages for triggering LSL
events. If the money() event UDP packet is lost, and this message is
marked unreliable, then the event will never fire even though the object was
paid. Unfortunately, the LSL event communications are not included in
comm.dat, and are not visible to us. So this is just a theory.
-Sam
From:
[EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of Christopher Omega
Sent: Thursday, July 27, 2006 1:19
PM
To: Development
list for libsecondlife
Subject: Re: [libsecondlife-dev]
Animations and packets...
It could also be the UUID
of the object or script that had permission to animate you.
On 7/27/06, [EMAIL PROTECTED] <[EMAIL PROTECTED]> wrote:
I can see two possible reasons for the sender LLUUID. Either
1) The sim
does not check the IP address of the UDP packet sender, and thus needs to
know who the animation applies to, or 2) The sim uses the LLUUID as a
shortcut to lookup a data structure that contains the IP address of the
agent, thus making it quicker to authenticate.
I certainly hope it is number 2, as number 1 would mean you could apply an
animation to anyone in the sim.
-Sam
-----Original Message-----
From: [EMAIL PROTECTED]
[mailto:[EMAIL PROTECTED]
] On Behalf Of John Hurliman
Sent: Thursday, July 27, 2006 11:33 AM
To: Development list for libsecondlife
Subject: Re: [libsecondlife-dev] Animations and packets...
Michael Kron (RIT Student) wrote:
>
> Hello again,
>
> So I thought I'd take John's advice and start looking into SLProxy, as
that does seem like what would be simplest for this project. After
some
inital trouble, I got it going and I found the ReadFromConsole() method in
the ChatConsole project. I also found the protocol.txt.
>
> I took a look at the chatpacket blocks being built. And I took
a look at
the ChatFromViewer packet format. And I let out a big
"OOOOooooohhhh." Now
the organization of blocks and fields makes sense to me.
>
> So I'm finally seeing how I might do this. But I do have a
couple
questions, if anyone has a moment. In AgentAnimation, there are a
couple
LLUUIDs, one for the sender, and one for the AnimID. I'm not sure
what the
sender represents, is this for cases when someone or something in the world
forces you to perform an animation? Since there's no
"target" field or
anything like that, I can't quite complete the picture of how this packet
would do that... But I'd guess that I'd want the sender to be
myself, so
maybe "sessionInformation.agentID" would be an appropritate fill in for
that
field? As for the animID, how does one find the LLUUID's for the
default
gestures?
>
> Thanks again for all the advice!
>
>
>
> ------------------------------------------------------------------------
Yes, you want to put your own AgentID in that field. A lot of packets
from the viewer to the sim require you to put your AgentID in them, I
don't know exactly how the sim code works so I can't say why but it's a
common occurrence in the protocol. To get the gesture uuids from your
inventory you will need to parse through your inventory at login and
store a list of all the inventory items that are gestures. Someone else
could probably explain how to do this in detail better than myself.
John
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