Re: [ogpx] My take on Teleports and protocol resilience
Vaughn Deluca <vaughn.deluca@gmail.com> Tue, 27 October 2009 21:32 UTC
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Date: Tue, 27 Oct 2009 22:32:39 +0100
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From: Vaughn Deluca <vaughn.deluca@gmail.com>
To: Carlo Wood <carlo@alinoe.com>
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Subject: Re: [ogpx] My take on Teleports and protocol resilience
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OK, you convinced me regarding the bandwith. We are talking very low frequency user generated changes, and a small amount of data is passed by reference. Should be no problem. I am still worried about the detour, but i have no argument, just a gut feeling :) I do not see the need to send the movement instructions via the AS. It will ony generate unneeded delays, and that info is not part of the avatar state anyhow. Why "even" movment? On Mon, Oct 26, 2009 at 11:03 PM, Carlo Wood <carlo@alinoe.com> wrote: > On Mon, Oct 26, 2009 at 08:22:26PM +0100, Vaughn Deluca wrote: > > Second, as i mentioned in my post i am not very concerned about the > storage > > space, but more about the *bandwidth*. In your proposal all changes pass > from > > viewer to AS to region instead of directly from viewer to region. No > matter how > > Nah, only the avatar state changes, which are really minimal... > The bulk, all traffic FROM the region TO the viewer can go directly > to the viewer for start (except avatar state change requests: > scripts changing the avatars animation - which is really minimal). > Also real data, like texture uploads will most likely go directly > to the simulator, but well... those are things that are not done > often: > > * changing animation > * changing attachments > * changing clothes > * movement (even!) > > the reason movement doesn't carry lots of data is simply because > it's generated by a few typed characters: human input. > > Each of those are small messages (sone UUID's) and with a low > frequency. > > In fact, I can't think of anything from viewer to simulator > that uses any significant bandwidth :/ > > Script state might be "significant", but 1) smaller than the > average texture, and 2) only needed when someone teleports. > Besides, scripts run on the simulator, not on the AS (although > I think HUD scripts should; but THOSE don't need their state > to be sent to the simulator). > > Non-avatar state data can just go directly to the simulator > anyway, thus. For example, local chat. > > -- > Carlo Wood <carlo@alinoe.com> >
- [ogpx] My take on Teleports and protocol resilien… Carlo Wood
- Re: [ogpx] My take on Teleports and protocol resi… Vaughn Deluca
- Re: [ogpx] My take on Teleports and protocol resi… Carlo Wood
- Re: [ogpx] My take on Teleports and protocol resi… Vaughn Deluca
- Re: [ogpx] My take on Teleports and protocol resi… Carlo Wood
- Re: [ogpx] My take on Teleports and protocol resi… Morgaine
- Re: [ogpx] My take on Teleports and protocol resi… Vaughn Deluca