When you hire MyDeejay for your wedding, a lot of things we offer are unlimited - unlimited equipment, unlimited music requests, unlimited contact with your specific DJ - but our availability is not unlimited. Once we're sold out on a date (which is nearly every Saturday between April and October) then there's nothing we can do.
The lsDancemachine is a client server dancemachine to animate avatars and to cache their permissions. The protocol works region wide, so you can install one lsDancemachine to manage your animations in a central place, and distribute danceballs and other clients anywhere on the simulator. Clients could be in any object. E.g. a wall of multi prim animation vendors could use the lsDancemachine to cache the avatar permission, or several sit targets share the same animation.
The lsDancemachine is, unlike the most most common Evil Fool dancemachine, neither random nor syncron by default, but offers avatars a dialog of animations to choose. Animations with names longer than 24 characters are mapped to fit dialog limits, to allow the use of non-mod animations. Two players are treated special. Prims owned by the owner of the lsDancemachine can command the server and a player who is designated as DJ can command all dancers into a syncron dance of choice.
You most likely want to change the object name of the lsDancemachine server and the motto to give a nice dialog of your choice, and add or remove dances. You might want to change the default negative channels to positive ones, to allow avatars to use them directly and you need to change the lsDance channel, if you group you animations or cluster permissions into several servers.
Avatars talk to the lsDancemachine on lsDance channel, even if this is a negative channel, by replying to a menu dialog. The reply is either "stop", or "next", or "prev" or a selected animation. Normaly everybody chooses their own animation, but the DJ can overwrite this choice and command all dancers into a syncronus animation.
The dance command on lsDance channel has either 3 or 4 elements. The short form will offer a dialog to the avatar, while the later also incudes the animation name. e.g. a typical but short danceball dialog:
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