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Improper resets on Simulator Crash

Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
09-18-2005 13:49
What sort of things have you seen not resetting properly on a sim crash?

For example, do sit targets reset on sim crash?

I have an object that people can't sit in after a sim crash. They have to take them and put the back out.

Have other people seen that sort of behaviour?

Perhaps some kind of event like sim_crash(integer secs) where secs is the number of seconds we were down for would be helpful.
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Torley Linden
Enlightenment!
Join date: 15 Sep 2004
Posts: 16,530
09-18-2005 13:53
From: Iron Perth

For example, do sit targets reset on sim crash?


I reckon this is the case. One time, I was playing SL-ingo and everyone was sitting on these simulated wooden logs with sittargets, and then, few minutes later—CRASH!

When all came back up, seats were broken alright.

Haven't had many more opportunities to test this out but it appears consistent behavior. :\
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Iron Perth
Registered User
Join date: 9 Mar 2005
Posts: 802
09-18-2005 13:56
How were seats broken?

I am seeing behavior such that that people can not sit back on their chairs after a sim crash.

Even taking it into inventory and putting it back out doesn't seem to help. I have added a "UnSit(llAvatarOnSitTarget())" reset command, however this will have to manually occur as we do not know if there has been a sim crash.

Or is there a way to detect a sim crash?
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Eloise Pasteur
Curious Individual
Join date: 14 Jul 2004
Posts: 1,952
09-18-2005 18:47
There is, but I can't remember it. Search through the fora, I think this one or the Scripting Library for one of Strife's scripts to detect sim crashes.

There's a clock somewhere that LSL will let you see that resets at midnight and at a sim crash, so you can compare the two, I *think* from a very vague memory that's how it worked.
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-18-2005 22:24
I recently cent an indepth bug report on how when a sim crashes sit targets are not reset and how there is no way for a script to fix this situation. It is easy enough to detect, just run llGetAgentSize(llAvatarOnSitTarget()); I see this bug as a grose oversight on LL's part.

It is difficult to test if it has been fixed as it's hard to crash a sim (without them fixing the bug or using physics).

Yes you can detect sim crashes, you poll the position of the sun and compair it against the time since midnight. If it resets at a time other then the lowest point then you know it crashed.
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Toneless Tomba
(Insert Witty Title Here)
Join date: 13 Oct 2004
Posts: 241
09-21-2005 18:00
Actually I've been bugging the Lindens a couple times about this. If someone sits on an object and a sim crashes the object still thinks someone is still there. Had a Linden observe the aftermath of it, but said that it was strange behavior but did not know what caused this.
Fushichou Mfume
Registered User
Join date: 30 Jul 2005
Posts: 182
09-22-2005 07:37
We had the sim crash several days ago. When it came back (took like 2 hours), everything worked okay except for one pair of dance balls. (A couples ball). No amount of taking into inventory and putting back out would get that pair of balls to work. No resetting, no recompiling. Nothing.

We finally had to have the designer of the balls replace them entirely for us. The old ones were dead dead dead even many days later.

It's *quite* possible that the balls were in use at the moment of the sim crash - we had about 13 people at the club when it happened.
Sean Gorham
Stopped making sense
Join date: 5 Mar 2005
Posts: 229
09-22-2005 09:53
From: Fushichou Mfume
No amount of taking into inventory and putting back out would get that pair of balls to work. No resetting, no recompiling. Nothing.

If you still have the old danceballs around, I'm curious about the effects of dropping this script into them:

CODE
default {
state_entry() {
llUnSit(llAvatarOnSitTarget());
}
}
Or am I going down an already-explored dead end?
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-22-2005 11:18
it sure is tuff to code around sim crashes, when there is no easy way to test scripts under that situation. I'm not sure what's trying to be implied. Is it that the changed event dosen't fire? Or the posistion of the animationis off?
Strife Onizuka
Moonchild
Join date: 3 Mar 2004
Posts: 5,887
09-22-2005 11:58
When the sim crashes with an agent on a sit target llAvatarOnSitTarget becomes a PERMANENT attribute. The only way of removing it is to drag-copy; and that only works if it can be done. Short of a drag-copy there is NOTHING the user or scripter can do to fix the object.

llUnsit fails to remove the attribute.
Unlinking and relinking fails to remove the attribute.

Because the attibute has become permanent it's easy to detect, just check if the agent is in the sim.

CODE

integer BrokenSitTarget()
{
key a=llAvatarOnSitTarget();
return (a != NULL_KEY) && (llGetAgentSize(a) == ZERO_VECTOR);
}
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Truth is a river that is always splitting up into arms that reunite. Islanded between the arms, the inhabitants argue for a lifetime as to which is the main river.
- Cyril Connolly

Without the political will to find common ground, the continual friction of tactic and counter tactic, only creates suspicion and hatred and vengeance, and perpetuates the cycle of violence.
- James Nachtwey
Travis Lambert
White dog, red collar
Join date: 3 Jun 2004
Posts: 2,819
09-22-2005 12:46
Yep - this problem has been plaguing me for months as well.

I think I've lost count of how many iterations of the chairs around my table I've gone through. I just end up deleting the broken one, and duplicating a working one. Ad nauseum.
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Kurt Zidane
Just Human
Join date: 1 Apr 2004
Posts: 636
09-22-2005 13:14
can you still sucsesfully request the permistion to animate on the avatar? And when a new avatar sits, do you get their key on the changed event?
Toneless Tomba
(Insert Witty Title Here)
Join date: 13 Oct 2004
Posts: 241
09-22-2005 15:43
From: Strife Onizuka
When the sim crashes with an agent on a sit target llAvatarOnSitTarget becomes a PERMANENT attribute. The only way of removing it is to drag-copy; and that only works if it can be done. Short of a drag-copy there is NOTHING the user or scripter can do to fix the object.
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In SL llAvatarOnSitTarget attribute is stored on the script, not the prim? When the sim crashes it still thinks whomever avatar is still there permanently. So only way to fix this is to remove the script and replace with another?