[Opensim-dev] llDetectedType and NPC's
Gudule Lapointe
gudule at spekuloos.be
Thu Jul 12 00:31:51 UTC 2012
I wasn't fan of modifying an ll function either. However, after reading all the comments on this subject, I see it in another angle now.
Actually, returning a different answer for NPC is rather an adaptation of the function to the specific case of OpenSim, ensuring it behaves the same way in both environments.
So, now I think it makes sense to adapt the function so it counts the same objects as SL function: avatars..
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Le 12 juil. 2012 à 02:01, Justin Clark-Casey a écrit :
> That's a neat solution, Argus. Since the intention of OS_NPC_SENSE_AS_AGENT was to provide compatibility rather than 'fool', I think returning both NPC and AGENT flags would be perfectly acceptable. Let's see if there are any other comments, otherwise I think we can proceed along those lines. I'm still not that happy with extending llDetectedType() but leakage has already occurred and I suspect its inevitable.
>
> On another note, I'm not sure what 'plausibility' checks you're referring to.
>
> On 11/07/12 13:04, Argus wrote:
>> I am fully aware of the open source factor and that in each open grid everything can be changed, which is why one always
>> needs backend function to make sure no fals information is passed on to the central service. One can however filter 99%
>> of the fals data in the local sim which helps the central service because it does not need to process every single
>> plausability checks. In a multi grid environment with closed grids we even have a lower chance of false data beeing
>> passed than in a open grid only environment.
>>
>> We have the same situations in opensim were the simulator often does some local plausability checks before it send
>> data to the gridservers. The gridservers again do a plausability check combined with other methods which are not
>> available on the local sim. Only if all steps are plausable the data gets processed further.
>>
>> Anyway, I added a new patch for llDetectedType were NPCs always return NPC and useing OS_NPC_SENSE_AS_AGENT will returns
>> AGENT + NPC. I think that is an acceptable compromize... I also added an example script were the true NPC detection
>> always makes sense ;)
>>
>>
>> Am 11.07.2012 02:01, schrieb Justin Clark-Casey:
>>> Argus, if your system relies on always reliably identifying unique avatars then that is simply not possible in any
>>> OpenSimulator environment where simulators are controlled by third parties or where hypergrid travel is allowed.
>>>
>>> Even if OS_NPC_SENSE_AS_AGENT did not exist, then people would be able to compile a version of the code that did have
>>> that functionality. This is not about ideology - it's about what is physically possible!
>>>
>>> Equally, it is perfectly possible to create duplicate HG details - anything can be put in the agent data that comes
>>> from a foreign grid (justin at hg.osgrid.org or whatever). You cannot rely on these to be unique either.
>>>
>>> Without any central authority (like DNS, the secure certificate infrastructure of something like Bitcoin block chains)
>>> it is simply not possible to uniquely identify avatars.
>>>
>>> I don't see this as much different from the web where one has to get people to create unique accounts with passwords
>>> in order to identify them later. Such a thing has to be done in some authority system outside of OpenSimulator itself.
>>>
>>> If your point is that without OS_NPC_SENSE_AS_AGENT then the vast majority of systems would always present NPCs as
>>> NPCs (rather than agents) then I would agree. In fact, in practice most people won't use OS_NPC_SENSE_AS_AGENT anyway
>>> as it's the option rather than the default. But you cannot rely on uniquely identifying avatars on any environment
>>> outside those that you directly control.
>>>
>>> On a minor note, script functions that don't make any sense for NPCs should behave as if the UUID they received did
>>> not relate to a valid entity for that function.
>>>
>>
>>
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>
>
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> Justin Clark-Casey (justincc)
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>
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