[Opensim-users] Scripting Issue

Dessert First dessertfirst2001 at gmail.com
Fri Feb 5 19:39:36 UTC 2021


I think there might be a misunderstanding of my problem. I understand 
the issue about link numbers changing when an object is taken into 
inventory and re-rezzed. I'm developing a protocol to fix that. My issue 
is that a STATIC rezzed object shows two different link number for the 
same prim in a linkset. If I drop a script into a prim, it prints out a 
link number. If I then immediately edit that prim, I get a different 
link number. This is incorrrect behavior. The editor and the scripting 
interface should have identical behavior in this regard. My original 
question is whether anyone has knowledge of the problem being in the 
edit or llGetLinkNumber() and which should I report the bug on.

On 2/3/2021 3:27 AM, Leal Duarte wrote:
> Hi,
>
>     it is actually not possible to  synchronize the link number as 
> seen by viewers and regions.
>
>     There is no protocol for that. Viewers just assign a number based 
> on when they learn about the prim from lludp packets, and those, by 
> udp definition, have no time order.
>
> Ubit
>
>
> On 02-Feb-21 22:13, Dessert First wrote:
>> Hi all. I am a new user of Opensim and I have a question to pose to 
>> the group. I am scripting in Opensim and have noticed something that 
>> is problematic, but I don't know if it is caused by a "well-known" 
>> problem or not. My script is intended to be dropped into a prim in a 
>> rather large linkset. For testing purposes, I wrote a very simple 
>> script which calls llGetLinkNumber() and prints that to local chat. 
>> The problem is that the link number from that prim is different from 
>> what I see when I use the editor, edit linked prims, and click on the 
>> prim containing my script. I know there are certain things the editor 
>> shows that can't be trusted (like LI or maybe event prim count). So 
>> is the editor to blame or should I file a bug report on 
>> llGetLinkNumber()?
>>
>> Thanks for your time and replies.
>>
>>
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