I'm looking for a packet which gets sent from the dataserver (which handles monetary transactions) to a sim that includes the LLUUID of an object that just got paid. This would be the logical way to implement the money() LSL event. Thus far I haven't seen such a packet. If all network communications, even internally-used packets, are present in comm.dat then how does an object receive notification of when someone pays it using the "Pay" user interface command?
-Sam -----Original Message----- From: [EMAIL PROTECTED] [mailto:[EMAIL PROTECTED] On Behalf Of John Hurliman Sent: Thursday, July 27, 2006 2:24 PM To: Development list for libsecondlife Subject: Re: [libsecondlife-dev] Animations and packets... [EMAIL PROTECTED] wrote: > > 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 > Any communications that move across the network are included in comm.dat; all of the packets are. You can take a look at all of the money routing packets (there are a lot of them) which include viewer -> sim, sim -> dataserver, dataserver -> sim -> viewer, etc. I'm not sure why the Christopher Omega wrote: > It could also be the UUID of the object or script that had permission > to animate you. > I don't think the client would know that, and if it did it certainly doesn't need to tell the sim since the code that animated you would be executed on the sim. From the protocol file: // AgentAnimation - Update animation state // viewer --> simulator Here are some good reading links for everyone to get up to speed on the protocol. Unfortunately we don't have a good wiki page on it yet, if I get some free time over the weekend maybe I can write one up. http://labs.highenergychemistry.com/secondlife/comm-1.11.1.1.txt http://labs.highenergychemistry.com/slprotocol/index.php?title=Main_Page http://secondlife.blogs.com/ops/2006/05/second_life_ipc.html John _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev _______________________________________________ libsecondlife-dev mailing list libsecondlife-dev@gna.org https://mail.gna.org/listinfo/libsecondlife-dev