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Ok this is REALLY anoying

Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-05-2009 05:00
removed to JIRA
Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
typo
12-05-2009 07:34
I've just been trying this. It is odd.

When I first attach it or reset the script I get all the right messages.

When I first TP into an invalid region I get all the right messages. But the object appears to stay attached, and I cannot detach it manually either by selecting Detach From Yourself in my inventory or by selecting Detach from it's pie menu. And loading it's contents seems to get stuck. I can, however, detach it by bumping it by attaching a different object to its HUD position.

Further TPs don't produce any messages - which is correct, I suppose, because in theory the object is detached and there's nothing there to produce any messages. And I still can't detach it manually.

When I return to the region in which I first attached it (or last reset the script) I still cannot detach it using the inventory item's right-click menu. But when I then right-click on the HUD object itself it vanishes from my display, and it stops being shown as worn in my inventory.

I'm using the standard viewer.

Is this a server or viewer bug, or perhaps a server communications issue?

I've changed the script to make it specific to this problem and clearer to myself.

CODE
string valid_region = "Valid Region Name";

default
{
state_entry ()
{
if (llGetAttached ())
{
llOwnerSay ("Attached at reset");
llRequestPermissions (llGetOwner (), PERMISSION_ATTACH);
}
else
{
llOwnerSay ("Not attached at reset");
}
}
attach (key id)
{
if (id)
{
llOwnerSay ("Attached");
llRequestPermissions (llGetOwner (), PERMISSION_ATTACH);
}
else
{
llOwnerSay ("Detached");
}
}
run_time_permissions (integer permissions)
{
if (permissions & PERMISSION_ATTACH)
{
llOwnerSay ("PERMISSION_ATTACH granted");
}
else
{
llOwnerSay ("PERMISSION_ATTACH not granted");
}
}
changed (integer change)
{
if (change & CHANGED_REGION)
{
llOwnerSay ("Changed region");
if (llGetRegionName () != valid_region)
{
llOwnerSay ("Invalid region");
if (llGetPermissions () & PERMISSION_ATTACH)
{
llOwnerSay ("PERMISSION_ATTACH is available. Detaching...");
llDetachFromAvatar ();
}
else
{
llOwnerSay ("PERMISSION_ATTACH is not available");
}
}
else
{
llOwnerSay ("Valid region");
}
}
}
}
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-05-2009 09:14
does the sim (or parcel) that detach is being fired in actually allow objects to rez? (if not, silent failure is the norm)

the rest of the weirdness may be from a combination of that, and catching the sim before it has time to check some other flag (like the availability of rez) losing the script somewhere along the way (somehow related to the long load times for rezzed mono scripts?)
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-05-2009 09:44
My script is not mono-compiled.

The effect (for me) happens whether the region in which the llDetachFromAvatar () call is made allows me to rez stuff or not.

And are you sure that llDetachFromAvatar () will normally fail in a no-rez zone? There's nothing in the wiki about that, and I'm sure a major bug or feature like that would at least be worth a mention. This seems particularly weird, especially as I can't recall ever having had a problem with manually attaching or detaching attachments in no-rez areas before. And I did just check - using another HUD object of mine, a manual attach and both a manual and a scripted detach works fine in a no-rez area.
Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-05-2009 09:52
removed to JIRA
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-05-2009 10:19
From: Pete Olihenge
And are you sure that llDetachFromAvatar () will normally fail in a no-rez zone? There's nothing in the wiki about that, and I'm sure a major bug or feature like that would at least be worth a mention. This seems particularly weird, especially as I can't recall ever having had a problem with manually attaching or detaching attachments in no-rez areas before. And I did just check - using another HUD object of mine, a manual attach and both a manual and a scripted detach works fine in a no-rez area.

detach use's the same behavior as "drop" which at one point did work on no-rez land, but was later patched to prevent exploits. it probably should be noted on the portal and if I remember and can actually test the EXACT behavior (which requyires me to be able to connect for more than 3 sec) then I'll update it myself (unless someone else beats me to it)

@Nyx A
the delay restoring function tells me the sim has an issue, and there needs to be a jira written up.

as for other objects being able to detach, despite rez restrictions, the only ways I know that to be possible are via group membership (display reports no-rez, but role allows it), or via RLV commands that require a specific viewer. (although they could just be turned invisible)
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-05-2009 10:29
Yes, I just tried that too: a two second sleep before the llDetachFromAvatar call didn't work, 3 seconds and it did.
Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-05-2009 10:33
@Void: are you actually saying that I'm not supposed to be able to take my prim shoes off, or detach a HUD radar, in a parcel I'm not allowed to build in?

ETA: as I write I'm standing in the Forum Cartel Hangout. I haven't joind the group: my build button is greyed out the no build icon is clearly visible by the menus yet...

Shoes come off, shoes go on, hair comes off, hair goes on, sunglasses go on, sunglasses come off, tool HUD removed manually, tool HUD replaced, tool HUD removed by script, tool HUD replaced. I'd really have thought it'd be a bug if I COULDN'T do that.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-05-2009 11:05
sorry I'm stuck on the old behavior... it shouldn't depend on build status. but it does fail silently in child prims. I'm not sure what the behavior is like if it's originally attached from inworld.... there have been some problems related to that (attachments ending up below the inventory list, there's a jira)
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Pete Olihenge
Registered User
Join date: 9 Nov 2009
Posts: 315
12-05-2009 11:09
From: Void Singer
I'm not sure what the behavior is like if it's originally attached from inworld.... there have been some problems related to that (attachments ending up below the inventory list, there's a jira)
Lols, yeah. I've had personal experience of THAT one - happy ending, though :)
Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-05-2009 11:55
Mines not a child prim and wont detatch on land I can't build, but I had do it in the attach event handler but not anywhere else?

weird.
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
12-05-2009 12:20
are outside scripts disabled for that parcel? that'd stop it.
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Nyx Alsop
Registered User
Join date: 14 Dec 2008
Posts: 252
12-05-2009 13:40
No, I've tried a few places.

I do genuinly think it's a bug.