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Issue Details (XML | Word | Printable)

Key: VWR-5160
Type: New Feature New Feature
Status: Open Open
Priority: Major Major
Assignee: Unassigned
Reporter: Maldavius Figtree
Votes: 80
Watchers: 11
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1. Second Life Viewer - VWR

Ability to view script time of an object in it's general tab.

Created: 26/Feb/08 08:18 AM   Updated: 02/Dec/09 10:39 AM
Component/s: Scripting
Affects Version/s: 1.18.5.3
Fix Version/s: None

Time Tracking:
Not Specified

Environment: Not applicable
Issue Links:
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 Description  « Hide
Adding a section to every objects general tab that lists the objects total script time would be a major boon to the scripting community of Second Life. Currently only a region owner can check an objects script time which causes the general scripting community to make efficiency mistakes. By allowing the entire community to view the script time it will push everyone to be more efficient, products may start selling based upon efficiency as well as quality and the entire grid will be affected positively with the reduced amount of strain.

It would also allow you to check the script efficiency of attached prims, which is as of yet impossible. Script time in attached objects does not currently show up even with the region/estate tools and cannot be viewed in any other way.

We could even take this one step further and allow parcel owners the power to check the script time of all objects on their parcels in the exact same way a sim owner can check top scripts with his region/estate tools.

This is a major issue due to the fact that it can help fix the performance of every sim grid wide.

Edit: Upon further inspection it may be wise to make it so you can only view the script time of your own objects or of the objects of people who have granted you mod rights.



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PattehPh0x Katsu added a comment - 26/Feb/08 09:25 AM
This is a good idea, however, you're wrong about attachments.

In order to check script time for your attachments, sit on a prim that contains the following script

default
{
state_entry()
{
}
}

Then check the script time of that prim in the estate tools, it will return the script time of your attachments.


Maldavius Figtree added a comment - 26/Feb/08 09:28 AM - edited
In reply to PattehPh0x Katsu:

You still need a region owner to check the script time with the estate tools. An average resident or sandboxer does not have access to estate tools. If this was implemented you would not need to rely on a region owner to test your script efficiency and you could do it anywhere in the grid at any time.


Thomas Shikami added a comment - 02/Mar/08 07:44 AM
Checking script time of prims avatars are sitting on is often broken. It displays an insanely high script time of more than 25ms. It sure is a bug somewhere, no script can use more time than is allocated per frame for scripts. At least, it should not be able to. Maybe a developer can explain this to us in the comments.

Maldavius Figtree added a comment - 02/Mar/08 02:35 PM
In rare instances it actually displays the script time correctly with that bug/feature however, only a sim owner can detect that which is part of the problem.

Beware Hax added a comment - 19/May/09 03:33 PM
this should be implemented. it's lacking looks like a case of prejudice ("it's available to lindens, and to estate owners, so it's available"). this information would help all scripters.

Cheetah Hammerer added a comment - 28/May/09 03:05 PM
this should have been implemented a long time ago

Amurtigress Korobase added a comment - 04/Oct/09 06:34 AM - edited
Over the last few weeks the people living on my home parcel and I had scripted objects returned. To a degree that is getting seriously irritating.

I have been assembling and troubleshooting computers for almost two decades by now, and I am a responsible person who wants to make informed decision on what I am doing on my parcel as well as in real life.

That means especially giving us the MEANS to make an INFORMED DECISION and seek for solutions ourselves of we see problems.

We all NEED this ability to check for script time usage!

And take into consideration that low-lag is becoming a truly sales point for vendors.

This is URGENT.

Scripts seem to increasingly run high on script time after a while lately, partially due to issues with mono or LSL scripting engine. If the Lindens don't do their homework then they at least shouldn't deny us our means of doing OUR share to keep this world running more smoothly.

Right now the situation is utterly unsatisfactory about script time usage. I feel like someone blindfolded me and lets me randomly hit trees.


Atesh Pekli added a comment - 04/Oct/09 10:18 AM
I agree with Amur. Its causeing so many problems. with out it people get mad and don't see the whole truth. its definate a powerful tool it may do some bad but the positives definately outweigh the negatives.

Churchill Tweak added a comment - 04/Oct/09 05:13 PM
I agree with this feature.
I would however suggest, for the sake of reducing requests to the sim, that it only happen when activating "Monitor this objects script time." and thus you could monitor it for a few seconds, look for spikes and such.

Mortus Allen added a comment - 27/Oct/09 02:06 PM
I to agree that this would be a major asset to parcel and mainland owners. I to would like to know if those products bought under the "Low Lag" sales pitch are actually as they say. None the less our region has few more than a half a dozen residents living on it almost 4000 active scripts and runs at 16ms script time and no spare time on the region. I some how doubt that the modest number of scripted objects on our quarter sim part of it is causing even a quarter of that. We are usually quite conscious of such things. But we can not really know if the things sold with the claim of being "Low Lag" really is, we can only make wild guesses based on what may or may not be a vague impression of the moment.

WolfGang Senizen added a comment - 02/Dec/09 10:39 AM
This is needed but also when it is personally i think we need to have the ability to check our entire avatars script time as well.