[Opensim-dev] Critical Plugin Check

Destiny Niles techiedavid at gmail.com
Fri Jun 20 03:38:16 UTC 2008


On 6/19/08, Destiny Niles <techiedavid at gmail.com> wrote:
> 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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