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Broken stuff? Script memory checking changed.

Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-16-2009 13:25
With the latest rollout, the code to check memory usage for Mono scripts changed. This may break some of your stuff.

If you're a business owner selling any scripted objects that use lots of memory (e.g., MLP/MLPV2 furniture that's nearly full of poses), be sure to reset products to make sure they continue to work. (For MLPV2, that would be very roughly 200 poses.)

If you're an end customer, probably best to leave well enough alone, and pray for the best. Most objects should continue to work just fine.

No doubt this will be a hassle for some folks, but it's a step in the path to a very important change, per-parcel script limits (which will also cause a lot of bellyaching, but will avoid much more serious problems than the ones it will cause). I'd rather not debate that here, since it's been done to death in other threads.

But businesses should be forewarned that they need to retest their products. I didn't see this change in the release notes, but stuff that worked fine on Oct 14 would crash on reset on Oct 15, very repeatedly. Fortunately, this was only rather "overstuffed" setups.

There isn't really a workaround, other than to reduce memory consumption. For folks interested in scripting details, I'm starting another thread in Scripting Tips forum.

BTW, LL announced this was coming a long ago and has been on the beta grid. We're not being blind-sided by LL, except for the fact that this change wasn't listed in the release notes, at least as far as I could tell.
Meade Paravane
Hedgehog
Join date: 21 Nov 2006
Posts: 4,845
10-16-2009 13:30
Got a reference to exactly what got changed? Well, not 'exactly' but something that sums up what happened and, hopefully, why..
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Lear Cale
wordy bugger
Join date: 22 Aug 2007
Posts: 3,569
10-16-2009 14:38
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