This section has not yet been updated to cover the v400 series gates. Much of this information is dated. Take it with a mountain of salt.
NICE TO HAVE:
When first starting up, the Stargate uses llRequestURL to get a URL for incoming http connections.
It then uses the contents of the $core/SEEDS or .core/SEEDS notecard to get a random UUID of another Stargate.
It then uses llEmail to contact the other Stargate and advertise its URL.
From then on out, all communication from Stargate to Stargate is through llHTTPRequest(), http_request, and http_response.
The Stargate network uses a variation of a distributed hash table algorithm known as "chord" to perform the function of resolving Stargate addresses to object UUID (see http://pdos.csail.mit.edu/papers/chord:sigcomm01/ ). This algorithm is designed to distribute information amoung a set of connected peers.
To join the network, a new Stargate uses a static list of Stargates contained in the "seeds" note card. If a Stargate drops out of the chord network for any reason, a random entry in the seeds list is chosen to reinitiate contact with the chord network. If this contact fails, another random entry is chosen.
On startup and every three minutes thereafter, register.lsl generates a series of hash values for the various names it wants to register (i.e. "region", "region ownerfirst ownerlast", "alias", etc..) It then sends these to a connected peer as specified in the chord algorithm.
Registered names are dropped from the hash table after a specific period of time (currently about half an hour).
A typical dialing sequence proceeds as follows:
The web interface is updated using HTTP.
This is handled by "web.lsl" in the Stargate objects. On startup and periodically thereafter, this script notifies the Web Server (via ping.cgi) of it's existence via HTTP.
The failure of a Web Server will not at all impact the in world function of the Stargates in the network.
This is accomplished via a number of perl CGI scripts which can be hosted by any number of web server architectures. We currently use Apache.
Web.lsl periodically contacts ping.cgi to update the Web Server with its current status.
Logger.lsl periodically contacts log.cgi with loggable events.
User interface is through list.cgi and xml.cgi
Every Stargate has an "address" which consists of seven astrological symbols. This is simply a hash of the Stargate object's key.
The parser.lsl also listens on channels 123 and 34353 for commands. dhd.lsl simply says a dial command on this channel to begin the dialing process.
I haven't bothered with it yet. I'm not convinced this sort of feature would actually see much use.
A Grid is an entity used to seperate sets of Stargates. Stargate dialing from one Grid (including dialing "random") will only return results within the same Grid.
Web Servers recognize the difference between the Teen Grid and the Main Grid. The code should work equally well on both. The list available in the web interface will show Stargates on both Grids, but with different icons.
The Open Stargate Project is currently looking for someone with a valid Teen Grid account to evangelize the project on the Teen Grid, maintain Stargates, establish vendors, etc...
Additionally, external Stargate networks may be given their own virtual Grid. It is possible to dial from the Open Stargate Network to these other grids, but a return trip might not be possible (depending on the Grid). Currently only the Alteran network will allow dials back to the Open Stargate Network.
The following virtual grids are currently active: alteran, cleary
The following Stargate networks do not make their Stargate database public, and are therefore not supported: arcturus, iconian, quantum portal. If anyone involved with these networks knows how to get a list of Stargates with locations, please contact Doran Zemlja.
To dial out of Grid, say "/dial >gridname alias". For example, "/dial >cleary aslan" will open a wormhole to a Stargate in the Aslan region on the Cleary Stargate Network.
It is NOT possible to dial from the main grid to the teen grid. This is a purposeful limitation imposed by Linden Labs and there is no way around it.
The various open source simulator efforts are not currently supported; They do not have sufficient LSL support to run the Open Stargate Network code. (See "OpenSim, OpenLife, OGP, and HyperGrid", below)
Icons (32x32 .PNG files) distributed with the server are part of the Tango Icon Library ( http://tango.freedesktop.org/Tango_Icon_Library ) and are licensed under the Creative Commons Attribution-ShareAlike license ( http://creativecommons.org/licenses/by-sa/2.5/ ).
The stargate graphics ( Stargate.gif and blackring.gif / bmp ) are from the Wikimedia Commons ( http://commons.wikimedia.org/wiki/Image:Milky_way_stargate_with_very_detailed_glyphs2.svg ) and are licensed under the GNU Free Documentation License ( http://en.wikipedia.org/wiki/GNU_Free_Documentation_License ).
The various in world textures were donated to the project by Micheil Merlin, Doran Zemlja, and Dargo Fetid, Crysti Thor.
People who've looked at the source code in-world have noticed that is pretty much unreadable. The first question I'm asked is "why the obfuscated code?"
I'm trying to kill several birds with one stone here.
During development of the first Stargate network, I would often succumb to the temptation of modifying the code in world to fix bugs. The result was that the online tarball would become out of sync with what was actually in use, and I lost much time scratching my head over which version was correct.
Obfuscating the in world code forces me to do development out of world.
There is a fair amount of shared code between the different scripts. On several occasions I found that I had different versions of key algorithms in different scripts, and this caused many headaches. To avoid this, I wanted to use C/C++ style #includes and #define macros, and that necessitated moving to a development platform with real development tools.
To some degree, obfuscated code is a natural result of using #include and #define macros.
Often people would make changes on their objects and submit them back to me for inclusion in the project. Such code had often gone through several iterations of copying and pasting in different tools, and it was often difficult to get a clean diff to figure out what had changed.
Obfuscating the in world code should help reduce this problem. I will no longer accept contributions that do not diff cleanly against the code in the distribution.
Many well meaning people who used the objects in world took them apart, picked a single script, and found their favorite nit to pick in the name of readability, efficiency, reduced memory, or reduced lag, and "fixed" them. They often did this without understanding the complete design, especially without understanding how the different scripts interoperated with each other, how the different objects interacted within a single Stargate, or how the individual Stargates interacted with each other in the Stargate network as a whole. On a few occasions this led to disruptions of the Stargate network. Now that the distributed chord algorithm is in use, these problems are magnified.
Obfuscating the in world code increases the level of effort required to make changes, and should reduce the number of frivilous unconsidered changes.
The raw, unobfuscated source code is available as part of the distribution (see the link at the beginning of this document).
You will need some sort of Unix environment. I use Linux ( http://www.linux.org/ ). Cygwin ( http://www.cygwin.com/ ) on Windows will work just as well.
Your environment must have "perl", "make", "gcc", and "lynx" installed. While the Makefile doesn't actually use gcc, it does use cpp (the standard C preprocessor), part of all gcc installations. If you want to build the html version of the documentation, you will also need "txt2html" installed.
Your environment MUST support UTF8. The Makefiles produce .o files which contain UTF8 text.
If you need to ask, I assume you're running Windows and need to install Cygwin. If you're running Linux, just skip down to the bit that tells you what to type after you've install Cgwin.
It's that easy. The compiled .o files are now in the directories next to their .lsl files. If you change any .lsl files, you'll need to type "make" again to rebuild the .o files.
No. They won't compile, you'll have a ton of undefined symbols. Some of them, like the menu.msl file, aren't even LSL.
Your Open Stargate will be one small part of a network of Stargates. Modifications to your Stargate which cause problems with the network and other users' enjoyment of the system will result in your gate being deleted without warning.
Please conduct all tests responsibly, in an isolated manner that does not interfere with the rest of the network.