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Q: Vanishing scripted object

Jhary Priestly
JPC
Join date: 18 Jan 2007
Posts: 19
08-02-2007 11:40
Hi,

I have a problem with an object I work on at the moment. It contains quite a lot bunch of scripts, interacting by llMessageLinked - which is not a problem - and this object sometimes vanishes - which *is*.

I checked orginating, objects, Lost+Found and Trash folders to no avail, got no message (but was probably never online when it vanished) nor email. The thing just vanishes.

Did someone experience likewise and hads an idea hat triggers the object's deletion?

Thank you in advance!
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-02-2007 12:05
If any script in it has a llDie() call, the object will vanish if it ever executes.

Otherwise, either it is getting autoreturned, the land admin is deleting it, or the region it is in is getting rolled back. Could also be an asset server problem, depending on the circumstances.

Other than that, I would need more info about the object and its scripts to be able to diagnose it further.
Jhary Priestly
JPC
Join date: 18 Jan 2007
Posts: 19
08-02-2007 12:22
I know about llDie(), it is not in the script.

As mentioned, it is not returned (neither in Objects nor in Lost+Found) and it is quite unprobable it encountered rollback, as it happened not just once.

Social debugging I tried, land admin say they didn't delete it (and I have no reason distrusting them)

Unfortunately I can't post the scripts here - they would be unreadable and way too much code to paste (about 8 scripts, most quite long)

I seperated a main script with Volume Detect from one reading preferences, one listining to llDialog's, a couple of seperate, but identical scripts to store people, one to handle http output and some small ones for specialized commands. Quite modular in fact, as I learned it ;-))

As far as I can see there is no stack-heap collision, but I can't take a copy of the object and rez it (parse error - no further information)

Are there limits on script numbers within a prim? Or on Link-Messages per time (in a prim)? I know about limits sending http-requests, but work around them (within limits, of course)
RJ Source
Green Sky Labs
Join date: 10 Jan 2007
Posts: 272
08-02-2007 12:30
Does it have any code in it to move it around?
If so, maybe it just popped off someplace?
Jhary Priestly
JPC
Join date: 18 Jan 2007
Posts: 19
08-02-2007 12:33
From: RJ Source
Does it have any code in it to move it around?
If so, maybe it just popped off someplace?


No, it should be sitting in one place, no move, no push, no rotate. Unfortunately it developed this ability to move - into bit heaven :-((
Day Oh
Registered User
Join date: 3 Feb 2007
Posts: 1,257
08-02-2007 13:00
Does it use physics? There are problems with updates being sent to clients that cause the clients to think an object has fallen through the ground for instance
Jhary Priestly
JPC
Join date: 18 Jan 2007
Posts: 19
08-02-2007 13:06
No, not phsical, not even by accident: it uses volume detect.

Hm, even though there is no solution (yet) I'd like to thank you all - I just noticed there are *lots* of things I didn't even think of that might go wrong. And I am aware all of you are probing in the dark, working without the code...
RJ Source
Green Sky Labs
Join date: 10 Jan 2007
Posts: 272
08-02-2007 13:29
Just for fun, go look at coordinate <0,0,0> on the sim, and see if it's there.
Jhary Priestly
JPC
Join date: 18 Jan 2007
Posts: 19
08-02-2007 13:56
Now that was fun. I actually found some prims there - but not the ones I am actually looking for, but linked prims, which were (should have ben) linked to the ones I am looking for.

And to get even better: They auto-returned just after I touched them (but should have been of a group that doesn't get returned, the overall-prim was of that group at least).
[Edit: Stupid me: They were returned after I touched them for being off-world, not for being wrong group]

Now I am really confused... is this a SL-hiccup?
Talarus Luan
Ancient Archaean Dragon
Join date: 18 Mar 2006
Posts: 4,831
08-02-2007 14:38
Yeah, the 0,0,0 bug is a fairly long-standing issue.
RJ Source
Green Sky Labs
Join date: 10 Jan 2007
Posts: 272
08-02-2007 14:53
I personally have never run into a "<0,0,0> bug". I know that when I have had objects that position themselves in any way, and I have an error in my code so the vectors get uninitialized or zeroed, or I fat-finger the position myself, maybe when I'm trying to edit and set rotation in the wrong place, that often sends things to 0,0,0.
Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
08-02-2007 15:39
From: Jhary Priestly
As far as I can see there is no stack-heap collision, but I can't take a copy of the object and rez it (parse error - no further information)
Not obvious how this could have anything to do with The Vanishing, but also not obvious what's going on here. If you check one of them that is rezzed (I gather they rez successfully from Inventory but not if a copy taken from in-world), are all the scripts running? (No idea where I'm going with this, but the parse error sounds unhelpful.)
From: someone
No, not phsical, not even by accident: it uses volume detect.
One hopes it doesn't go physical, because llVolumeDetect would send a physical object off-world below ground (unless it's buoyant, I guess).

I'd be inclined at this point to open one of them, copy everything to an Inventory folder, and try with new prims, just to rule out any persistent prim weirdness.
Drkmirror Plasma
Registered User
Join date: 25 Jan 2006
Posts: 3
08-02-2007 22:01
Is your object marked Temporary ?