Scripting Features

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(Web)sockets
As a high-performant and modern alternative to the llHTTPRequest and llRequestURL , (web)sockets would be a great addition. It will allow objects and HUD elements to have direct bi-directional communication with back-end server software. The same can be achieved with the existing HTTP methods, but it requires a lot of effort to implement. The (web)sockets would have to be proxied through the Linden Labs servers just like the HTTP requests to avoid the leaking of IP addresses. If websockets are to be used, the benefit of HTTPS certificates exist for a secure connection. I am not requesting (web)sockets in the script to act as a server like llRequestURL , but for the script to always be the client to an external server (though feel free to implement that as well!). The functions could look like: key llSocketOpen( string url /*, Other options... */ ); llSocketSend( key id, string data ); // llSocketSend does not need a 'key' to return; packets identify themselves llSocketClose( key id ); The events could look like: socket_receive( key id, string body ) {} socket_close( key id, integer code ) {} // Code would follow the standard, but code '0' could be "closed by own script". There could be events for when the socket is opened or errors, too. In that case the llSocketOpen function can be non-blocking. Example code: key handler; default { state_entry() { handler = llSocketOpen( "wss://example.com:8081" ); llSocketSend( handler, "Hello world!" ); } socket_receive( key id, string body ) { if( id == handler ) { llSocketClose( id ); } } socket_close( key id, int code ) { if( id == handler ) { if( code == 0 ) { llSay( 0, "The socket was closed by us!" ); } elseif( code > 0 && code <= 99 ) { llSay( 0, "The socket was closed by the Linden proxy with code: "+ (string)code ); } else { llSay( 0, "the socket was closed by the remote server with code: "+ (string)code ); } } } }
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Combat 2.1 Teams
Per https://community.secondlife.com/forums/topic/516319-combat-21-teams-respawn/ This is putting the teams part of what Rider had drafted up as a proposal into a feedback. --- Right now it is very difficult to clearly identify combatants except for using groups which is a hassle. It requires someone to join a group, set it as active, etc. Or systems that implement Teams via scripts like the Combat2 DevKit can be cumbersome and hard to maintain. Requiring the hacky group checks, a lot of listeners and messages for anything that cares about team assignment, such as a restricted door, a forcefield, a claymore that checks friendlies or enemies in a sensor. And if group checks are used then you need to distribute and update all the scripts involved if something changes. A military has an extra group? Update the entire armory. Want to play with 3 or 4 teams against eachother? Update all the scripted objects deployed in the battlefield, sometimes across multiple sims. Even the Pew Pew combat 2.0 party we had with the lindens showed the issues greatly affecting the event, as the feature was rushed out and it wasn't possible from a lot of strangers in many different groups as to who which team they were fighting for. Experience based respawn systems also need to manage identification, to know where to put someone. We had an issue where a group wanted to have an internal fight, people had to change their active group, ... which then led to problems because army-specific equipment can have required group identification that ties it to the active group as authorisation, we resolved that (since we had a militia group that it allowed usage with) thankfully but it showed the cracks in the system from lacking a fundamental system. --- So I would like to see Rider's implementation of Teams. Which allows some predefined teams to be configured (8 but hopefully up to 12-16 personally). See the thread for more details: https://community.secondlife.com/forums/topic/516319-combat-21-teams-respawn/
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