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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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06-08-2003 02:56
Hi,
I'm working on a script right now, and I turned on some debugging features that have caused the script to flood a constant stream of llSay()s. (Not intentionally of course.) At this point my client has frozen solid, and I'm afraid that if I relog, it will do the same thing.
If a script uses llSay() on channel 0 too many times in a given interval, I think the script should be killed, because it's obviously gone into an endless loop. What's too many? I don't know, perhaps 200 messages in 20 seconds. That would allow enough leeway for debugging without risking a death spiral.
I think part of the problem is that the system generates a particle cloud for each llSay(), even if it's from a script. A hundred llSay()s executed within a second would call up many thousands of sprites! By the time I killed the SL client, I was surrounded by a thick cloud of "speech" particles. Maybe it's just the particles that should be throttled.
Oh yeah... another suggestion... put a couple more check boxes somewhere in the options screen that we can access before we login...
[ ] Stop all owned scripts at next login [ ] Reset all owned scripts at next login
That way, we won't have to bother Linden Lab if one of our scripts is being naughty.
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Christopher Omega
Oxymoron
Join date: 28 Mar 2003
Posts: 1,828
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06-08-2003 11:11
I agree totally. Many have asked for a llStopSparkles() event... the idea about a reset, or stop of all scripts is a great one too, I think it may be harder to impliment then the llStopSparkles() tho...
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Ope Rand
Alien
Join date: 14 Mar 2003
Posts: 352
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06-08-2003 11:29
i've experienced a lockup like this too. luckily my script ran into a stack-heap collision that ended it, heh. don't know what would have happened otherwise. i could still be stuck there and anyone that came near would be sucked into my llSay black hole mwahahahahaha! uh.. yeah please fix this. 
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-OpeRand
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Ian Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 183
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06-08-2003 11:33
In general when scripts do alot of load-intensive things very quickly, they are slowed down by the system, and it seems that perhaps we should apply this to speech and particle systems.
For now though, what is the location of this rogue script?
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Ope Rand
Alien
Join date: 14 Mar 2003
Posts: 352
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06-08-2003 12:10
well mine was in a script that i was working on. it has since been changed. it was just a one time thing. but i'm sure i could reproduce it, just: while(TRUE){llSay(0,"blah"  ;}
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-OpeRand
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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06-08-2003 15:22
From: someone Originally posted by Ian Linden In general when scripts do alot of load-intensive things very quickly, they are slowed down by the system, and it seems that perhaps we should apply this to speech and particle systems.
For now though, what is the location of this rogue script? Attached to my avatar, which is offline right now.  The freeze occurred near Hawthorne(70,235) at around 20 meters elevation.
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Ian Linden
Linden Lab Employee
Join date: 19 Nov 2002
Posts: 183
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06-08-2003 20:38
ooh, didn't realize it's an attachment. If you like, on Monday I should be able to manually strip off all of your attachments while you're offline.
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Huns Valen
Don't PM me here.
Join date: 3 May 2003
Posts: 2,749
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06-09-2003 08:08
From: someone Originally posted by Ian Linden ooh, didn't realize it's an attachment. If you like, on Monday I should be able to manually strip off all of your attachments while you're offline. I had it start me in De Haro this morning and I was able to turn off the script before it spiralled. Thanks!
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Graham Mondrian
Registered User
Join date: 16 Mar 2005
Posts: 59
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04-06-2005 10:23
Erm... Its not April 2005 and nothing has been done about this!?
I just got caught in my own llSay hole and it took me 5 relogs to delete all the objects concerned.
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