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

Mister Blue misterblue at misterblue.com
Thu Dec 19 17:32:06 UTC 2013


Not sure what the 'issue' is. You'd like to do something different than the
objects just stopping outside the region?

The logic has the simulator noticing the object has moved out of the
current region which starts the crossing hand-off process. The hand-off
code looks up the next region and sends the object/presence info to the
destination region.

If the destination region cannot be found, the object is moved back into
the original region and simulation continues. If there are more than a
certain number of crossing problems (default is 5 and not totally sure why
this logic exists), the object 'fails' the crossing and it is made
non-physical where ever it is. This usually means the object is stopped
just outside the original region.

If the object was moved into the region on crossing failure, you'd end up
with exactly the same picture (lots of objects piled up at the region
border) but the objects would be just inside the region rather than just
outside. That seems like a small and un-useful change from what is
happening now.



On Thu, Dec 19, 2013 at 8:23 AM, BoneZ <bonez at dogzhouse.com> wrote:

>  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> wrote:
>
>> I do have the griefer's UUID...
>>
>> Jack.Marioline @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/~bat/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
>>
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>
>
>
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