[Opensim-dev] Critical Plugin Check
Destiny Niles
techiedavid at gmail.com
Thu Jun 19 15:57:40 UTC 2008
If you want to control the startup to check for the critical dll that makes
since, but the control should stay with either the grid operator or sim
operator as to what they consider critical.
For scripts it would be better to use the SIM capabilities (
http://wiki.secondlife.com/wiki/SLGOGP_Draft_1) to expose the plugins and
the script can check for the capability. If missing is and then take
appropriate actions.
On Tue, Jun 17, 2008 at 11:14 PM, Ryan McDougall <sempuki1 at gmail.com> wrote:
> Under many different grids/setups there are quite many situations where
> a certain plugin (DLL) may be considered critical to the correct
> operation of the system.
>
> If that plugin goes missing or is otherwise unsuitable, then other areas
> of the experience may fail or cause damage. Under those conditions, the
> best thing to do is for the server in question to shut down gracefully,
> and issue a warning to an admin.
>
> For example:
>
> If one runs a grid with a money system, and the money module DLL is
> deleted by a careless admin, yet the grid still comes up, it could cause
> real financial problems for those on the grid.
>
> If one runs a serious simulation server, and the physics module missing
> or incorrect, then the simulation will be compromised.
>
> Basically its an old argument about strictness (such as strong v. weakly
> typed languages). I don't intend to argue that OS should be strict, only
> that having the capacity to check for plugins may be useful to some
> administrators, and it might be a good thing to add.
>
> Thoughts?
>
> Cheers,
>
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>
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