SHA Implementation Workaround
This post has been delayed by about half a week, but then, here it is. Previously, I was talking about the SHA implementation I was working on. So, finally, I have found out a workaround for the Stack Heap Collision that kept occuring in Second Life.
As I said, each script is allowed only about 16KB space. So, I had to split the original script into two linked scripts, so that each could have its own separated 16KB memory etc…
So, Lo, behold etc, we now have a working SHA implementation in Second Life, for the first time in Indian, European, American and all other -ian histories. But this workaround does not come without its own troubles. Which is that, the linking process, sort of makes the function calling event-based at mid-way, and right now it is impossible to make the whole script into a single function which takes in the encryption keys as the parameters, and returns the signature- Right now, the signature can only be whispered to a private channel of the user’s choice, which also seems a good way to do it.
So, right now, the good news is that the SHA is working and working well, and the bad news is that its interface is not-so-great. Hopefully, I will come around to cleaning up the whole code, but that will probably take me some time.