Rob Nelson wrote: > Consider a user in a sandbox who wants to clean up his mess. If he were > using a viewer based on LibOMV, all the viewer would have to do is loop > through the region's object dictionary and return/delete objects that he > owns. In the LL viewer (correct me if I'm wrong), LLSelectMgr actually > returns the permissions (*and owner/creator info*) , so the viewer would > have to select each and every object within the sim to grab its > permissions, which seems rather wasteful of bandwidth, and troublesome > in general. This works fine for situations where the object is selected > anyway (when building or right-clicking), but it's horribly inefficient > for scripting.
A small but important distinction... it's not every object in the sim, it's something more like "every object that's kind of close by". I tried to write a client side feature that would gather a list of all scripted objects in a sim, and the wall I ran into was that the viewer is completely ignorant of the existence of up to half the objects in a sim, and has no way of asking for information on them. -Jason _______________________________________________ Policies and (un)subscribe information available here: http://wiki.secondlife.com/wiki/OpenSource-Dev Please read the policies before posting to keep unmoderated posting privileges