[Opensim-users] Annoying Spammer on Openvue Grid - But why don't the objects show in abot land?

BoneZ bonez at dogzhouse.com
Thu Dec 19 16:23:43 UTC 2013


Why not just place a statement which says...

if no adjoining region exists....
     if location >256 then location = 256
     if location < 0 then location = 0

Do this for both x and y coords.

Wouldn't this effectively stop the issue?

~BoneZ

I've made some simple vehicle scripts with this type of logic to keep 
them from trying to cross into another region.

On 12/19/2013 10:57 AM, Mister Blue wrote:
> What should happen when an object moves off a region into an undefined 
> neighbor? At the moment, BulletSim thinks the object is outside the 
> region it is managing and it has handed off the object to the 
> simulator to move the object to the adjoining region. Since the 
> adjoining region doesn't exist, the object is left in limbo with the 
> region still holding the object (since the region hand-off didn't 
> happen) but outside the area the physics engine is operating on.
>
> What should happen? Should there be an implicit DIE_AT_EDGE of there 
> is no adjoining region? Should the object be moved back into the 
> region it left?
>
> -- mb
>
>
> On Thu, Dec 19, 2013 at 1:48 AM, Ai Austin <ai.ai.austin at gmail.com 
> <mailto:ai.ai.austin at gmail.com>> wrote:
>
>     I do have the griefer's UUID...
>
>     Jack.Marioline @sanctuary.homelinux.org:8012
>     <http://sanctuary.homelinux.org:8012>
>     fe7b0dfc-5629-4189-8fcb-e856db25f5ec
>
>     though I am sure that is one of many identities and will already
>     be different now.
>
>     I think the objects must be coming from an emitter placed
>     somewhere perhaps high... Then spawning physical objects at a high
>     rate which themselves probably are also cloned emitters, and the
>     physical objects roll over the terrain getting to low points.  
>     That is why many end up at the edge.  But they do not seem to stop
>     at the edge they go slightly over and that causes problems.  I am
>     using BulletSim, so that would seem to be worth considering as a
>     BulletSim bug.  BulletSim should never allow a movement that makes
>     the object appear at an illegal location that is not considered in
>     the region by viewers (though they are left in the object count of
>     the region).  The objects pile up one on top of another at this
>     edge.. See
>
>     http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Snapshot.jpg
>     <http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Snapshot.jpg>
>
>     http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Map.jpg
>     <http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org-Map.jpg>
>
>     http://www.aiai.ed.ac.uk/~bat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org.jpg
>     <http://www.aiai.ed.ac.uk/%7Ebat/EXPORT/TEMP/OS/2013-12-17-Spammer-Jack-Marioline-Sanctuary-Homelinux.Org.jpg>
>
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