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RedEagle87

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  1. I am interested in studying the QoS (Quality of Service) metrics (like Sim FPS, Total Frame Time ...) of my regions and I want to be able to save or log the statistics given by the Second Life viewer (The ones available in the Advanced Menu, under Performance Tools) into text files or CSV files etc...so they could be fetched to a statistical tool. Probably this could be achieved through a certain way. I don't know. Thanks for useful suggestions and help. [UPDATE] Just for record (some people might stumble upon this page): I tried the libopenmetaverse (a C# client side library for Second Life and OpenSim) can be found at https://github.com/openmetaversefoundation/libopenmetaverse and played a litle bit gathering Simulator statistics but with OpenSim. I will do it for Second Life. I could not find till now the statistics on the client side (specific to the client). I know that the server(s) send stats continuously to the client. Lipopenmetaverse is not up-to-date as the Second Life Viewer so this is something to consider. Major viewers of Second Life (SL Viewer, Firestorm etc...) are all in C++. I am having trouble comipling right now although I studied the c++ source code and it seems all the classes if I am not wrong reside in newview folder ( lltexturestats.cpp ; llviewerassetstats.cpp, llviewerassetstats.h (header file), llviewerstats.cpp, llviewerstats.h). It would be nice if someone created a modified viewer for public usage (not too much to modify) that gather QoS metrics and log them in some format that could be fetched to statistical tools (most important). I guess it will be my task to do this. #Rolig: thanks for the suggestion. I am aware of in-world capabilities of LSL to get some limited taster of QoS stats metrics, I worked previously with such LSL functions (and OSSL functions) but once you involve the script engine it adds performance impact on the results. Not to mention that this method is bound to a certain world and requires the avatar/scripts to have permissions among other things. What I was looking for is a solution that work in any world at any time. The whole purpose of the question is to see if there is any easy way till now (maybe a python script, a command line feature of the SL viewer etc...) to save statistical metrics in Second Life Viewer. It seem till now there isn't. Thank you so much for all the replies and suggestions!
  2. Void Thank you so much for your answer. You always give me good ideas!!. You 're genious! I should maybe create a HTML5 or maybe AJAX. wrapper for my audio and video files and instead of relying on MOAP controls that we can't add or remove anything to them. like per example a wrapper using URI scheme which uses the following HTML 5 code or an alteration of it is a lot powerfull than the controls of MOAP //source: http://www.w3schools.com/html5/html5_audio.asp <!DOCTYPE HTML> <html> <body> <audio controls="controls"> <source src="song.ogg" type="audio/ogg" /> <source src="song.mp3" type="audio/mpeg" /> Your browser does not support the audio element. </audio> </body> </html> the outcome should be like this: \ "The audio control in HTML 5 has the following: Play Pause Seeking Volume Fullscreen toggle Captions/Subtitles (when available) Audio track (when available)" (source: W3School web site) Maybe other web languages are more powerfull I did not search yet. I will try your method and see what I 'll get. Thank you again Void for this illuminating answer
  3. Hello everybody, I would like first to thank all the people who are answering my questions and to thank their contribution to the LSL scripting forum. 1)As a continution of what I am developping (HUD with multimedia capabilities using MOAP), I would like to know if there is a way to manupulate by script these controls (mini or standard). Although that there is also a 2 button control (just the zoom and open in external browser) but they are hidden in the debug settings. It is interesting to view them by the way. The question: Is there is a way to know when a user clicked on the play button of the controls? I want to change the texture color of a thumbnail button to green per example meaning that the user is currently hearing something and when s/he presses on stop, the color of the thumbnail button would change to normal. 2) I would like to know if there is any trick or I don't know something that does not oblige the user to click on the prim to activate it. It is so so so annoying to have a status prim that show the file (stream) that is currently playing using MOAP and URI sckeme methods and the user needs to guess that it should be clicked to view content.( I am using llSetText() to tell the user please click on the prim to which file are you playing) The MOAP is cool but this precise thing limits a lot its applications. There were several complains of that annoying feature of MOAP under the form of bugs wich still "Unresolved"  from 2010 and that is strange kindly seethe following links for clarifications: https://jira.secondlife.com/browse/VWR-17719?page=com.atlassian.jira.plugin.system.issuetabpanels%3Achangehistory-tabpanel#issue-tabs or https://jira.secondlife.com/browse/VWR-23777?page=com.atlassian.jira.plugin.system.issuetabpanels%3Acomment-tabpanel#issue-tabs Any suggestion or clever trick to surpass that would be appreciated? i could not convince my client with my silly trick of llSetText() 3) My last question and I would like to thank you for your patience :) Please don't be bored :) the following code is used in the majority of status prims that display text (telling user what type of file is she listnening to or what images smth like that) The text look AWFULL on a prim of size as small as <0.010,0.410,0.220> to be put on a Heads Up Display., I don t want to spend time on fancy CSS or HTML all I want is to clearly print a string like "Hello World!" and in the same I don't want scroll bars or weird loking text. I know that this is solved simply in CSS or HTML but I would like also kindly request your help on that minor issue. //Author order of RedEagle //Example taken from the wiki integer face = 4; string message; default { state_entry() { llSetPrimMediaParams(face, [ PRIM_MEDIA_CURRENT_URL, "data:text/html," + message, PRIM_MEDIA_AUTO_PLAY,TRUE ]); } on_rez(integer start_param) { llResetScript(); } link_message( integer sender_num, integer num, string str, key id ) { if(sender_num == 5) //Audio is sending smth { message = "<html><font size='20'>" + str + "</font></html>"; llSetPrimMediaParams(face, [ PRIM_MEDIA_CURRENT_URL, "data:text/html," + message, PRIM_MEDIA_AUTO_PLAY,TRUE ]); } } } Thank you again for your time, patience and help
  4. Change the position of prims in your object (if it is multiple prim) in a way that the prim that contains the code of llSetText in is the farthest from your neighbor wall. Or if it is a one prim you either have to change the chape in a way that the z axis of the geometric center is a little further from your neighbours ( I mean try different alteration of x, y and z in size) . I hope that idea would help!
  5. I am developping a heavly scripted HUD using Media on Prim as I mentioned in a previous thread. The HUD now becomes heavly scripted with more than a 100 scripts. My problem is that there is a script or 2 that their link_message events not receiving the message at all? even after I debugged it. The flow does not reach after link_message(...) line code I read the wiki and they say that in some circumstances the following: Avoid sending link_messages to large numbers of scripts simultaneously as it can cause lag spike. This most often happens when using the multi-prim LINK_* flags and can cause script execution to slow or halts.Avoid sending link_messages to a target faster then they can be handled. Doing so risks filling the event queue and subsequent messages being silently discarded.Now if that is the case, which I don't know I debugged my code and nothing seems wrong in the logic. Every message is well thought about and is needed. I have done effective link marshalling and de-marshalling if the terms are right (meaning not using LINK_ALL_OTHERS, LINK_SET etc..) constants that broadcast or multicast messages) but just the link numbers of prims directly. The performance of the HUD enhanced considerably. Per example close bottons on the HUD tabs (instead of sending to all prim) now just send to the concerned ones only) 1) My questions is How I can surpass that, is there another trick , method or function? knowing that I cannot reduce the number of messages or cancel any feature for that sake. My client won't allow me :) 2) Another question, may seam a poor design decision in the first place. I didnot know How much prims should link in the Object when first linked. Now I need 2 prims more for decoration. If I added 2 more prims the whole link numbers will be ruined and the HUD would stop functioning (because of link marshalling techniques needed in such situations- the prim will be hidden and very small ( and it is tedious to find them). How I can add 2 more prim and let them have the last numbers ONLY, not ruin the whole link order(Root =1 , child1 = 2 etc..) I am using the following script from "Creating your world : The official guide to advanced content creation..." to match the names of the Prims with their corresponding numbers: //Author Aimee Weber et al. list gLinkInfo; default { state_entry() { gLinkInfo = []; integer n = llGetNumberOfPrims(); if(n==1) { llOwnerSay("This is a prim not an object"); } else { integer i; for(i = 1; i<=n; i++) { gLinkInfo +=llGetLinkName(i); gLinkInfo += i; } //llDumpList2String(list src, string seperator) llOwnerSay("Prims in this object are: " + llDumpList2String(gLinkInfo, ", ")); } } }
  6. Thank you so much Void for you answer. Thank you for your contribution, this my second question that you answered . Thank you again. I hope I am not asking too much but it is irritating how much lsl is limited and primitive in the same time. I was using linked messages to hide and show components but they were scattered on the HUD but now the problem my client wants them on one compartment and the thumbnails to be clicked to show the component like how one click on the dock in a Mac to open a program and then close it or like the start menu on Windows. Each Component has a different functionality, this is why it is difficult to show and hide them on compartment one that show video using MOAP (as you answered before for the problem I faced) Another shows audio (using moap) One shows a map( that changes depending on the location of the avatar), I used some trick in Map API and Textures functions a compartment showing pictures and finnaly one shows text
  7. I am creating a small HUD that contains thumbnail buttons. The user when clicks on one button, a object is supposed to be rezzed and attached immediately to the avatar (if that is possible) in other word rez on attachement itself and then when one clicks on a prim (x close button) it suppose to kill the object. The problem is llDie() does not work on attachement and I don't know how I should rez and attach immediately on the avatar not in the environement even with llAttachToAvatar it does not work. There is a workaround discussed in the wiki that talks about objects getting when using llDetachFromAvatar() into inventory of the avatar I don't want that especially that the thumbnail button will be clicked often. Also each time permission should be asked for each object attached . Any help and suggestions?
  8. Thank you for the reply. I think I should put a certain default texture that tells the avatar to click on the prim so that MOAP is enabled, this is my only solution.
  9. I am developing a HUD (head up display) using Media on prim. I was using the parcel media but it does not do the job (one stream only, does not work for a media player HUD). The media on prim solve the majority of limitations of parcel media. I have two problems: 1) users have to click at least once on the prim to activate the media feature (even with PRIM_MEDIA_AUTO_PLAY is activated and different alterations in the parameters in the function like [ PRIM_MEDIA_FIRST_CLICK_INTERACT ] the effect is not created ( I don't want the users to click on the prim so that media feature is activated with the standard or min controls or none (I use the 3 modes in different places in the HUD). I want the process to be automatic when the avatar attaches the HUD and when the avatar changes the URL stream say clicking on next button or moving to a region where another stram is available(although after the user click on the prim everything works fine, the linked messaging between scripts begins to work). I am using also data URI on the prim to show status info by HTML and CSS. 2) Is there is a way to eliminate or add buttons on the default controls of media on prim(whether standard or mini) take away the zoom utility per example Thank you for your help and time in advance. 
  10. I am developing a HUD (head up display) using Media on prim. I was using the parcel media but it does not do the job (one stream only, does not work for a media player HUD). The media on prim solve the majority of limitations of parcel media. I have two problems: 1) users have to click at least once on the prim to activate the media feature (even with PRIM_MEDIA_AUTO_PLAY is activated and different alterations in the parameters in the function like [ PRIM_MEDIA_FIRST_CLICK_INTERACT ] the effect is not created ( I don't want the users to click on the prim so that media feature is activated with the standard or min controls or none (I use the 3 modes in different places in the HUD). I want the process to be automatic when the avatar attaches the HUD and when the avatar changes the URL stream say clicking on next button or moving to a region where another stram is available(although after the user click on the prim everything works fine, the linked messaging between scripts begins to work). I am using also data URI on the prim to show status info by HTML and CSS. 2) Is there is a way to eliminate or add buttons on the default controls of media on prim(whether standard or mini) take away the zoom utility per example Thank you for your help and time in advance.  
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