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<div class="moz-cite-prefix">On 01/14/2017 04:54 PM, Mister Blue
wrote:<br>
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<blockquote
cite="mid:CAJ=JWqxV5z0=0c3wqTvB37K05Hq4+3+scz80VgfODHtcXFhRHw@mail.gmail.com"
type="cite">
<div dir="ltr">One possibility is the dispatcher region module (<a
moz-do-not-send="true"
href="https://github.com/cmickeyb/dispatcher"><a class="moz-txt-link-freetext" href="https://github.com/cmickeyb/dispatcher">https://github.com/cmickeyb/dispatcher</a></a>).
It presents an HTTP/REST interface to the region (with security)
for external control of objects in the region. It has been used
to move vehicles around regions (driven by a traffic simulator)
and n-body physics display (driven by a physics simulation) and
there is no reason it cannot be used for NPCs or chatbots.</div>
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<br>
That is cool to know about. :) <br>
<br>
Staring as a noob at some opensim server code it is sort of
surprising how widely knowledge of what the protocol for a message
is is distributed through classes and methods that want to send that
message. Also widely spread is knowledge of details like whether
polling vs something more direct like websockets is in use. <br>
<br>
It would be nice if there was a Messenger class with subclasses and
maybe a ResponseListener class with both base classes being protocol
agnostic. But so far it doesn't seem to be the way things have been
done. <br>
<br>
<blockquote
cite="mid:CAJ=JWqxV5z0=0c3wqTvB37K05Hq4+3+scz80VgfODHtcXFhRHw@mail.gmail.com"
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<div class="gmail_extra"><br>
<div class="gmail_quote">On Sat, Jan 14, 2017 at 3:26 PM, Seren
Seraph <span dir="ltr"><<a moz-do-not-send="true"
href="mailto:seren.seraph@gmail.com" target="_blank">seren.seraph@gmail.com</a>></span>
wrote:<br>
<blockquote class="gmail_quote" style="margin:0 0 0
.8ex;border-left:1px #ccc solid;padding-left:1ex">+1 the
question with variations.<br>
In SL I know the various mail and HTML type communications
have message<br>
length and number per second and queueing length (incoming
to object)<br>
limits that are pretty severe.<br>
<br>
So my question is whether there are optional opensim server
modules for<br>
a much better and more modern story. I don't see offhand
why I can't<br>
have a message event loop equal to any other web client
hardling as a<br>
module that can directly message any receiving object on
receipt. Nor<br>
do I see why I can't hook memory enough to it to queue up
however many<br>
messages (across all receivers) I choose.<br>
<br>
Is there work to do a object script client to a websocket
that is not<br>
throttled?<br>
<div class="HOEnZb">
<div class="h5"><br>
<br>
<br>
<br>
On 01/13/2017 01:03 PM, Ai Austin wrote:<br>
> I am askig round to see if anyone knows of a simple
setup to make a<br>
> connection (HTTP in/out I assume?) between an
inworld<br>
> object/avatar/NPC attachment and an external web
service. To make the<br>
> connection and then handle two way<br>
> commands/instructions/queries/<wbr>responses.<br>
><br>
> Some time ago we had a MyCyberTwin chatbot doing
this for a simple<br>
> http in/out script attached to an avatar or object
to provide in world<br>
> chatbot facilities. MyCyberTwin was sold to IBM
and that server end<br>
> is no longer available as an example.<br>
><br>
> Anything you have or know of?<br>
><br>
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