From 7e8bb706733c14ecca848470bd5007a1c2a4b2e7 Mon Sep 17 00:00:00 2001 From: David Walter Seikel Date: Sun, 1 Jun 2014 15:24:49 +1000 Subject: Notes++ --- src/LuaSL/LuaSL_main.c | 30 ++++++++++++++++++++++++++++++ 1 file changed, 30 insertions(+) (limited to 'src') diff --git a/src/LuaSL/LuaSL_main.c b/src/LuaSL/LuaSL_main.c index e60278f..24689e2 100644 --- a/src/LuaSL/LuaSL_main.c +++ b/src/LuaSL/LuaSL_main.c @@ -1,3 +1,33 @@ +/* LuaSL - Server for compiling and running LSL scripts. + +It should be able to handle pureLSL scripts, pure Lua scripts, as well +as hybrid LSL / Lua scripts. + +The script engine is separate from the world server. This is for +security and scalability. The entire SledjHamr system does share Lua +script running infrastructure in the Runnr shared library. + +For instance you could have a big server farm for a huge grid, with +script servers on lots of servers, starting them up and bringing them +down to suit the current load. Running independently from the sim +servers, so there's not a big spike of activity each time a heavily +script laden avatar moves from one sim to the next as their scripts also +transfer. Just leave the avatars scripts running on what ever script +server they are on. + +Another example could be your popular home world. Dedicate one script +server with two cores for the owner and trusted friends scripts. One +more server with one core in a chroot could be running externally +sourced scripts that are not trusted. A third server, running on a VM +using one core, could be used for all scripts from the general public +that drop in. + +Keep it flexible and light, people can do what they wish with their +servers. + +*/ + + #include "LuaSL.h" #include "SledjHamr.h" -- cgit v1.1