Sorry Malachi, I think my spam filter is picking up your emails. :(

Anyway. I put that in there because any time we add new data collection LSL calls privacy issues are something we have to think about. Maybe you are right and there are none. Maybe we need to make sure these calls only work if the script/object owner are on the parcel or the parcel owner or some other criteria. I don't mean to enter that debate here or to derail the initial conversation. I only mean that it is one factor that has to be taken into consideration for this kind of call. Sorry if mentioning it caused confusion.

The point is that going forward we will probably prefer methods that just return data readily available from the region process rather than calls that use llSensor or follow that pattern.

- Kelly

Thomas Grimshaw wrote:
The probes can only uperate at up to 4,096m and can scan 96m higher than that..

But the point is still absolutely valid. It's already perfectly easy and possible to scan an entire sim, and everyone I know has a radar which does this.

Absolutely +1 for unrestricting sensor range. Whoever initially implemented this restriction was an idiot. :/

~T

[email protected] wrote:
Kelly,
what privacy issues are you speaking of.. because as it stands agents are already using sim crippling scanner probes that report the entire list of keys in a region even to the point of upto 100,000m in altitude. and the lag produced by these probes is horrible.if there is a privacy issue then its already been violated by the standard llSensor calls. i was only suggesting a way to help bring resource use down by implementing a call to the server to get the list of agent keys in the region eliminating the need for probes flying all over the sim to get data that is already there. i understand that people dont want to be seen on sensors because they are afraid they may be attacked by griefers using the technology. but we already have the ability to find them on the sim no matter where they are hidden... the only fault in it as it is is that is crushes sim resources and makes the general experience for the regions users less than acceptable. my post was ment only to see if any linden or other developer was intrested in helping cure the grid of these lag monsters. regards,
mal

    ----- Original Message -----
    *From:* Kelly <mailto:[email protected]>
    *To:* Henri Beauchamp <mailto:[email protected]>
    *Cc:* [email protected] <mailto:[email protected]>
    *Sent:* Monday, May 18, 2009 4:03 PM
    *Subject:* Re: [sldev] A thought on how to lower resources used by
    sensors

    Henri Beauchamp wrote:
    On Mon, 18 May 2009 13:16:29 +0200, Ambrosia wrote:

    On Mon, May 18, 2009 at 04:16, Nexii Malthus <[email protected]> wrote:
    I think rather than keeping the problem on the LSL side, it would be more
    suitable for being a viewer-side feature entirely that replaced the
    necessity of such silly HUDs and Gadgets. Finally removing the source of the
    problem alltogether, and virally so due to the big advantages of being able
    to be tied into the user interface.

    - Nexii Malthus
    Which would not remove, at all, the problem of having to use sensors
    in an object in order for the object to detect who is nearby. It would
    be much more feasable to have a function return a list of avatar keys
    in the sim, and to call this function once whenever the agent count in
    the region changes.
    I think the best solution would be to allow sim-wide sensors
    (llRegionSensor() ?)... This would remove the need for probes, just like
    llRegionSay() suppressed the need for llShout() relays in the sims...

    Henri.
    Sensor events are kind of weird.  They were designed specifically
    to give a real-world quality to gathered data.  If you have a
    sensor in the real world, the data it can pick up is generally
    directly related to where the object is and some range that it can
    sense information, and probably a direction.  There are definitely
    uses for this kind of information gathering in Second Life, "what
    objects are near me" and the various permutations thereof are
    definitely useful.

    However they do have problems.  They are limited in what data they
    collect since they scan and store a snapshot of the data with the
    script - we can't really extend how many results or what data is
    gathered just because of the memory footprint involved.  The
    legacy script formats add additional difficulties that are less
    insurmountable but still trouble.  By their nature they are at
    least a little more load intensive than just accessing data the
    region already has in memory would be.  If you extrapolate from
    this just a little bit you can think about why region wide sensors
    wouldn't be that great.  We could still only return the 16 results
    and the existing types of data.

    As has already been suggested in this thread I believe, we are
    much more likely to investigate non-sensor calls that directly
    access information the region already has in memory and don't try
to mimic real world behaviors or the sensor pattern. llGetAgentCount() or llGetAgentsInParcel for example, that could
    return data directly.  I'm not saying we are working on these or
    even have plans for them, and there may be privacy issues that
    come into play for some of these types of calls.  I'm just saying
    that I think this is more likely to be the direction we head than
    extending or mimicking the llSensor pattern.

     - Kelly

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