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not sure this is a bug, but....

Stephanie Abernathy
Susan Ivanova Wannabe
Join date: 8 May 2006
Posts: 352
09-22-2006 12:50
I don't want to bug report this since i'm not able to reproduce it on a regular basis. But has happened enough times that I do want to ask about it.

A couple of hours after yesterday's rolling restarts, I sat down to play mah jong on my land. I play a game at least every other day, if not daily, so I know how the table acts.

You've probably seen the Mah Jong tables, they are freebies, and all over SL (someone might want to fix the one at Waterhead, btw... it's missing a tile). As you know, after you win, it moves on the the next level and the scripts shuffle and rename the tiles. Last night, the scripts began to error out saying that they had hit the grey goo wall, too many objects getting renamed too fast. The tiles showed up from that point as "unknown" name (instead of Wind, Dragon, bamboo, etc). They still worked correctly and there seemed to be no effect on the game.... just that massive spurt of script errors. It happened 3 times in a row (3 diff wins) and in the next game I played, it happened then too. However, it was not consistent because it did not happen during the start-game shuffle, so i can't reproduce it each and every time the tiles are shuffled.

Did the grey goo limit that i noticed mentioned in the blog get rolled out in yesterday's update?

And if yes, can someone double check it with a mind to the behavior i saw?
Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-25-2006 13:10
Stephanie--thanks for mentioning this, I heard of this the other day and I believe some of our developers are aware of it. I'll forward your message to them.
_____________________
Andrew Linden
Linden staff
Join date: 18 Nov 2002
Posts: 692
09-25-2006 19:24
Yes, Mahjong is broken and it is all my fault. There is a new limit on llSetObjectName() and Mahjong makes a large burst on that call.

After making some more improvements on the grey goo fence at the end of last week I decided that the llRezObject() name correlation and llSetObjectName() restrictions in the grey goo fence is just a Bad Idea, and I've already ripped them out of the next version, which should be more effective at clamping down on grey goo while making Mahjong work again.

I expect to be able to get the next version deployed on Oct 6th at the earliest.