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Old 08-21-2012, 10:22 AM   #26 (permalink)
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Originally Posted by Adeon Writer View Post
It's not capped, it's banned.

If you need to send yourself a message, that's llOwnerSay. If you need to send all your attachments a message, That's llRegionSayTo(llGetOwner() on anything but channel 0. Channel 0 is for public chat only.
This isn't banned. I use it in some of my debugging to specially highlight certain events. I'm fine with the throttle though, it's not something I use extensively or exclusively.

You might be thinking of llRegionSay() on 0, that's banned.
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Old 08-21-2012, 10:24 AM   #27 (permalink)
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Interesting. I wouldn't have expected private messages to be allowed to fly across on 0.
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Old 08-21-2012, 10:27 AM   #28 (permalink)
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Interesting. I wouldn't have expected private messages to be allowed to fly across on 0.
well, I guess because only the specified key can see it, it's equivalent to an llInstantMessage() in many ways. (it lacks the 2 second delay of llInstantMessage() though Shhhhh!)

Of course where it's different is, it's not gridwide. but it fits a nice niche for objects that just need to privately communicate with non-owners in a given sim.

Last edited by Darien Caldwell; 08-21-2012 at 10:34 AM.
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Old 08-21-2012, 02:29 PM   #29 (permalink)
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Originally Posted by NeoBokrug Elytis View Post
The user should at least be sent a message when they hit the throttle. I feel bad for the pet people who have 128,764 pets in a region -- that is if it's also for non-0 channels
Under those circumstances I think LL should start throttling cats instead.
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Old 08-21-2012, 03:23 PM   #30 (permalink)
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Originally Posted by Darien Caldwell View Post
I was talking to someone very active in the JIRA, and they alerted me to something LL rolled out on the 'down low' which scripters should be aware of.
I don't see what the big deal is. There is no reason anyone needs to exceed the spam limit in order to run a business.

Personally, I am damn happy that one less exploit is available to griefers.
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Old 08-21-2012, 03:30 PM   #31 (permalink)
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This an interesting limit to know about, but I can't see it making a difference to anybody except griefers spamming the public channel to create a denial of service. It sounds like a smart move to me.
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Old 08-21-2012, 03:46 PM   #32 (permalink)
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Quote:
Originally Posted by NeoBokrug Elytis View Post
The user should at least be sent a message when they hit the throttle. I feel bad for the pet people who have 128,764 pets in a region -- that is if it's also for non-0 channels
I want a region like that.
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Old 08-21-2012, 05:40 PM   #33 (permalink)
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Originally Posted by Rosemaery Lorefield View Post
I don't see what the big deal is. There is no reason anyone needs to exceed the spam limit in order to run a business.

Personally, I am damn happy that one less exploit is available to griefers.
I didn't say it was a 'big deal'. I said it was something scripters should be aware of.

When you unintentionally run up against some secret wall, it's not very fun to spend hours trying to figure out what is going on (like my aquaintance did I mentioned) only to find out it's something LL changed without telling anyone.

They won't tell, but I will. Saves everyone a lot of unnecessary annoyance. Now people it's relevant to know. That's all there is to it.
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Old 08-21-2012, 07:59 PM   #34 (permalink)
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hell the public channel has long been filtered for spamming, and debug... I thought everyone would have known this simply because of the fun messages that pop up in the client when you do it... it prevents spiking network traffic to all avatars

honestly I was hoping this was extension of limits to the off channels.


I'll see if I can add the caveat to the public/debug channel template on the wiki so it's not a surprise for anyone. That should insert it into all the communications articles that deal with those two.
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Old 08-21-2012, 10:20 PM   #35 (permalink)
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Originally Posted by Void View Post
hell the public channel has long been filtered for spamming, and debug... I thought everyone would have known this simply because of the fun messages that pop up in the client when you do it... it prevents spiking network traffic to all avatars
I'm wondering if that's some TPV client thing. I've never seen any messages relating to channel spamming, but I use the LL viewer almost exclusively.
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Old 08-22-2012, 01:14 AM   #36 (permalink)
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Doesn't. (sorry, added an ETA above).

Xylor Basclef (sp?) author of XyText (a notecard to prim-display gadget of some infamy) also created but I don't think ever finished XyObject, which allowed you to create a regular prim (predates ring/tube prims), cut/sheer/twist it to your heart's content... and then scale it up to *massive* size. It would create a prim for each 'face' of the mega-object, often using thousands of prims.... they would fly into position, fit and rotate themselves into place.

Quite impressive to watch in action in an idle region.
It was very impressive... and I think you are correct that he never finished it (but that is because he got busy with other things).

SL ate my Limited Edition signed XyObject years ago.

But we are showing our age, damn SL was tiny back then.

P.S. I looked up the spelling: Xylor Baysklef

P.S.S. In the dark ages I had a script that would dump a prims attributes to chat so it could be placed in a notecard for later regurgitation and reconstruction. Complex objects would definitely break the limit.

Last edited by Strife; 08-22-2012 at 01:20 AM.
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Old 08-22-2012, 01:27 AM   #37 (permalink)
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@Darien:
I want to say I first noted it in the 1.23 viewer on the debug channel...

I can't say for sure whether that was a client or server side throttle though, and it may have only applied to repetition of the same message (rather than any message). but I do remember it being there for a long time and discussing some part of it with kelly at a scripting meeting.

@Strife:
left ya a note on your user page... haven't quite figured out the proper path for adding the caveat to the channel pages.
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Old 08-22-2012, 08:16 AM   #38 (permalink)
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I keep reading the thread as implementing "chat trolling"
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Old 08-22-2012, 08:54 AM   #39 (permalink)
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I wasn't aware of this, and it's nice to know the exact limit of the throttle, so thanks for bringing it up, Darien. I wouldn't think it would be a problem for scripters to avoid the limit once they know it, so thanks to Void as well!

Are there existing objects that non-scripters own that may exceed this limit in their normal operation? The only thing that springs to mind is MLP furniture with a gazillion anims - if you want to save an adjusted position on just one anim, it dumps the positions for all of them to channel 0. I don't know if there's any little stutter in the script to avoid this limit, but I doubt it.

Furniture nowadays seems to be more refined, but I'm sure someone in Zindra is still selling sex beds with a bazillion ancient freebie anims.
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Old 08-22-2012, 02:37 PM   #40 (permalink)
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@Strife:
left ya a note on your user page... haven't quite figured out the proper path for adding the caveat to the channel pages.
It's half done, wording needs to be tweaked to specify that it's a limit for public & debug channels (I'll add it when I get back later today).
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Old 08-22-2012, 10:42 PM   #41 (permalink)
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left ya a note on your user page... haven't quite figured out the proper path for adding the caveat to the channel pages.
This brings up a good point. It seems the Wiki has become obfuscated to the point I can no longer fix anything. I don't know if this is intentional or not, but if not, it would be nice to have some instructions so people can correct issues and improve on the wiki.

I just spent 20 minutes going through template after template trying to find where this text:

"Returns a string that is the escaped/encoded version of url, replacing spaces with %20 etc. The function will escape any character not in [a-zA-Z0-9] to %xx where xx is the hexadecimal value of the character in UTF-8 byte form."

is on this wiki page: https://wiki.secondlife.com/wiki/LlEscapeURL

Editing bears no text anywhere that matches that, and going through the 20 odd templates doesn't either. neither does going through the templates attached to the templates. (at least not the 30 or so I tried before giving up).

I know Strife has posted before he wants help with the Wiki, but this is exactly why I tend to give up, and probably why others do to. it's impossible to edit and no guide to the system. I fear Strife is the only one who understands it all.
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Old 08-22-2012, 11:55 PM   #42 (permalink)
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I could have added it manually to each page, but I figured it'd be cleaner to add to the affected parameter table.... I just wasn't sure how to handle it with the new inject function available (which is kinder to the wiki engine)

... and you're gonna feel silly... if you take off "Returns a string " (which is auto inserted by the function template) the rest of the text you were searching for is right up at the top, line 6 =X
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Old 08-23-2012, 11:48 AM   #43 (permalink)
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I could have added it manually to each page, but I figured it'd be cleaner to add to the affected parameter table.... I just wasn't sure how to handle it with the new inject function available (which is kinder to the wiki engine)

... and you're gonna feel silly... if you take off "Returns a string " (which is auto inserted by the function template) the rest of the text you were searching for is right up at the top, line 6 =X
Silly isn't the word for it lol. Of course I was searching for the first few words, and of course those were the words coming from some template.



Thanks
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Old 08-23-2012, 03:47 PM   #44 (permalink)
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Glad I'm not the only one to have given up on editing the wiki. Templates are useful to a point, but that point seems to have been passed.
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Old 08-24-2012, 12:09 PM   #45 (permalink)
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ummm yeah...

So I liked Darien's idea so much I've taken it a step further.

With Templates


https://wiki.secondlife.com/wiki/Tem...ther_Languages

The function template would have yet another parameter that would add the table entries and include the template at the end of the Summary section. Thoughts?


P.S. I've put in limits on how long the "e.g." text can be.
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Old 08-24-2012, 01:16 PM   #46 (permalink)
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Yes I failed to mention in my rant what I was trying to do. I wanted to tag some LSL functions with their equivalent names from other languages.

For example I'm always looking for ULREncode() and URLDecode() when LL calls it llEscapeURL() and llUnescapeURL(). so i figured it would be extra handy to have a search for ULREncode bring up the llEscapeURL() page. (which it didn't).
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Old 08-24-2012, 10:54 PM   #47 (permalink)
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may not the best idea to put it is the summary section. That could be extremely confusing for people not familiar with the other languages....

maybe just a 'tag' section (that could even include things like common misspellings llSetKeyframedMotion which I am forever capitilizing the F, missing the Set, or dropping the d from).... assuming the idea is to be able to search rather than compare.
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Old 08-24-2012, 11:14 PM   #48 (permalink)
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may not the best idea to put it is the summary section. That could be extremely confusing for people not familiar with the other languages....

maybe just a 'tag' section (that could even include things like common misspellings llSetKeyframedMotion which I am forever capitilizing the F, missing the Set, or dropping the d from).... assuming the idea is to be able to search rather than compare.
Yes, Strife and I were discussing some methods that wouldn't' be overly obtrusive. It's mostly for seeding the search, but also giving people a frame of reference if they are already familiar with other languages.
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Old 08-25-2012, 11:38 AM   #49 (permalink)
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A tag section isn't a bad idea. I will only point out however that it would have almost complete overlap with categories. A section for search seeding is a good idea too.
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Old 08-25-2012, 01:04 PM   #50 (permalink)
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! This prompted me to check, the asset server still hasn't ate mine, but... it does look like something has been nibbling on the buttons lately! </tangent>
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