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Sim can wedge llCreateLink()

Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
06-18-2008 10:57
Just in case anybody else ever gets stuck with llCreateLink() mysteriously failing:

I have a script that's been working fine for over a year, using llCreateLink() to glom onto prims it rezzes so it can llMessageLinked() them, among other things. Today it stopped working at one location where it's been working fine. Much debugging later, I tried it on two adjacent sims and a distant one, all running the same version of the server code. Works everywhere else--even the very same instance of the scripted object, moved back and forth just across the sim border. Checked that PERMISSION_CHANGE_LINKS is setting correctly in the misbehaving sim, so I submitted a ticket on the sim.

(I think I just have too many scripts--I keep finding the most implausible bugs.
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Thickbrick Sleaford
Baffled
Join date: 28 Dec 2006
Posts: 26
07-17-2008 14:20
I just ran into this too, when an existing object stopped being able to link prims it rezzed.
It seems even a simple llCreateLink() example script won't work in this specific sim (Brolga), but still works everywhere else I tried.

Anyone else seen this happen or can explain what's going on?

BTW, here's the link test script. It will try to link to any prims named "link me" it can see (less than 2 meters away).



default
{
state_entry() {
}

touch_start(integer total_number) {
llSay(0, "getting perms...");
llRequestPermissions(llGetOwner(), PERMISSION_CHANGE_LINKS);
}

run_time_permissions(integer perms) {
if (perms & PERMISSION_CHANGE_LINKS)
llSensor("link me", NULL_KEY, PASSIVE , 2.0, PI);
else
llSay(0, "no perms. try again.");
}

sensor(integer i) {
while (--i > -1) {
llSay(0, "Trying to link with :" + (string)llDetectedKey(i));
llCreateLink(llDetectedKey(i), FALSE);
}
}

changed(integer c) {
if (c & CHANGED_LINK)
llSay(0, "link successfull!");
}
}
Void Singer
Int vSelf = Sing(void);
Join date: 24 Sep 2005
Posts: 6,973
07-17-2008 14:58
try testing total times links changed for the object instance? or perhaps speed at which they happen (which might vary on sim performance)? there might be something in the grey goo fence code that disables it under those conditions? just guessing wildly.
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Qie Niangao
Coin-operated
Join date: 24 May 2006
Posts: 7,138
07-17-2008 15:03
FWIW, support responded to my ticket by restarting the sim and everything played fine thereafter. Of course it's a time bomb waiting to recur. If I remember correctly, there were rolling restarts when I observed it, and there were some today, which may or may not be a pattern of interest.
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Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
07-17-2008 15:33
Any chance you checked Pending Downloads when this problem was happening?

Changing the link changes the asset, I think. If the sims connection to the asset server was acting up, it might have gotten things into a weird state..
Thickbrick Sleaford
Baffled
Join date: 28 Dec 2006
Posts: 26
07-17-2008 16:50
Still happening right now in Brolga. Pending Downloads is fluctuating between 0 and 1. It's not just the old object that can't create links, it's any new prim with the test script in it, in this sim. I guess it's JIRA time.

UPDATE: I filed this in JIRA
http://jira.secondlife.com/browse/SVC-2665
Sindy Tsure
Will script for shoes
Join date: 18 Sep 2006
Posts: 4,103
07-17-2008 18:28
From: Thickbrick Sleaford
Pending Downloads is fluctuating between 0 and 1..

0-1 is fine.. When my home sim gets stuck, I've seen it over 1000..

Sounds like something totally different.