[Opensim-users] one more Difference between opensim and SL timers
Dr Ramesh Ramloll
r.ramloll at gmail.com
Sat Sep 1 12:07:34 UTC 2012
Correct Melanie. I just found that the code in my last post does work the
same way.
So the difference in timer behavior in my actual code must lie else where.
Will try to find it.
Ha and I thought I found the difference because when I explicitly stopped
the timer on_entry
in my actual code in opensim, that difference disappeared.
On Sat, Sep 1, 2012 at 7:10 AM, Melanie <melanie at t-data.com> wrote:
> This is correct behavior and also happens in SL. The timer is a
> property of the script and when you rez the prim again, on_rez fires
> but state_entry does NOT. This is correct and by design. It mirrors
> what SL does. The script is already in state default and the timer
> is still running from the touch before it was taken.
>
> Some people are user to OpenSim's ages-old behavior of resetting
> scrits on rez. That behavior has been gone for a long time now and
> we're correctly duplicating SL's state persistence behavior.
>
> Melanie
>
> On 01/09/2012 02:23, Dr Ramesh Ramloll wrote:
> > Hey Justin,
> > This can be reproduced with this script. Rez object, touch to start it,
> > then take it back to inventory, then rez again. Counter will continue to
> be
> > incremented and printed on screen. And I have to apologize here for not
> > submitting a report. Too tired :) really, not an excuse or anything.
> Sorry.
> >
> > integer counter;
> > default
> > {
> > state_entry()
> > {
> >
> > }
> > touch_start(integer flag){
> > llSetTimerEvent(0.5);
> > }
> >
> > timer()
> > {
> > ++counter;
> > llSay(0,(string)counter);
> > }
> > }
> >
> > On Fri, Aug 31, 2012 at 7:39 PM, Justin Clark-Casey <
> > jjustincc at googlemail.com> wrote:
> >
> >> That is surprising because the code does remove timer events when a
> script
> >> is removed. The best course of action would be to file a bug with the
> >> exact steps to reproduce the problem.
> >>
> >>
> >> On 31/08/12 21:01, Dr Ramesh Ramloll wrote:
> >>
> >>> Just thought I put this out there. I just noticed that in opensim,
> timers
> >>> in objects are not stopped when they are
> >>> removed. So I had to use llSetTimerEvent(0); in state_entry() to stop
> >>> the clock ... explicitly on object's entry. Guess
> >>> starting a timer in an object need to be viewed similar llSetText ...
> >>> Rather unexpected.
> >>>
> >>> --
> >>> 'Consider how the lilies grow. They do not labor or spin.'
> >>> *Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate
> >>> /Research Associate Professor/, Idaho State University,
> >>>
> >>> Pocatello, ID 83209 Tel: 208-240-0040
> >>> Blog <http://deepsemaphore.**posterous.com/<
> http://deepsemaphore.posterous.com/>>,
> >>> LinkedIn <http://www.linkedin.com/in/**rameshramloll<
> http://www.linkedin.com/in/rameshramloll>>,
> >>> DeepSemaphore LLC
> >>> <http://www.deepsemaphore.com>**, Google+ profile <
> >>> https://plus.google.com/**103652369558830540272/about<
> https://plus.google.com/103652369558830540272/about>
> >>> >
> >>>
> >>>
> >>>
> >>> ______________________________**_________________
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> >>
> >> --
> >> Justin Clark-Casey (justincc)
> >> OSVW Consulting
> >> http://justincc.org
> >> http://twitter.com/justincc
> >> ______________________________**_________________
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> >
> >
> >
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--
'Consider how the lilies grow. They do not labor or spin.'
*Rameshsharma Ramloll* PhD, CEO CTO DeepSemaphore LLC, Affiliate *Research
Associate Professor*, Idaho State University, Pocatello, ID 83209 Tel:
208-240-0040
Blog <http://deepsemaphore.posterous.com/>,
LinkedIn<http://www.linkedin.com/in/rameshramloll>
, DeepSemaphore LLC <http://www.deepsemaphore.com>, Google+
profile<https://plus.google.com/103652369558830540272/about>
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