Server Bugs

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Simulator occasionally halts scripts on region handoff when they have collision and/or llSleep()
I first became aware of this when I noticed my aircraft weren't going into "taxi" mode on landing. It was hard to chase down the origin of this behavior, but I eventually discovered that a script containing collision_start()/land_collision_start() event handlers was being TURNED OFF on region crossing... but only on rare occasions. I might cross 20 borders without this happening, or even 50 or more. It seems like it's more likely to happen in certain areas, such as the stretch of sims starting just south of Santa Catalina and continuing east across the Blake Sea to that giant four-sim airport in the Norwegian area. I suppose if they're homestead sims, that could explain why that particular area seems more susceptible to it. That has been by far the most reliable place for reproducing this bug. I grepped all of the scripts in the whole object for llSetScriptState() calls. There are none. (No reason there would be in the first place.) I found that removing an llSleep() call just after a collision_start() event caused the rate of the script halting to be greatly reduced. I theorize that the chain of events is something like this: Vehicle crosses sim border. Occasionally, this causes a spurious collision_start() or land_collision_start() event. (This happens well up in the air, obviously, so it isn't a "real" collision. Probably a race condition between the vehicle and avatar entering the sim in some stochastic order.) Something about the invocation of llSleep() when the vehicle is still actively being handed off fritzes something in the simulator; and it responds by halting the script, OR by failing to return control after llSleep()'s time has elapsed. Whatever the cause, the script's "Running" checkbox is disabled, and it is quite inert.
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Auto-return time setting is misleading over no-object-entry parcels
Following this closed thread: https://feedback.secondlife.com/ldpw/p/there-should-be-no-instant-autoreturn-protected-land-anywhere The root of the problem is that failed region handoff often unsits avatars from vehicles, OR it breaks the sit camera + controls so that they have to stand up and re-sit in order to regain control of the vehicle. When the vehicle is over a no-entry parcel, it's returned within seconds, even though the auto-return time may be minutes long. This is a common setting in water sims that were put there specifically for vehicle navigation, so you can see how this behavior is at cross purposes with the intended use of the sims in question. It's also confusing to users to have a visible setting that is functionally meaningless. It was suggested in the forums that this is for gray goo mitigation. I propose two possible solutions (either/or): Gray goo works by recursively self-rezzing objects. Track how many generations have passed since the object was rezzed by an agent. (Call that "telomeres," same idea.) If that number is 0, then don't instant-return it over no-entry land. If an agent was seated on the object when it entered the region, then it obviously isn't gray goo by itself (there is no realistic way to do "gray goo" if each object has to have a "rider") so don't instant-return it over no-entry land. #1 is more robust, but also somewhat more difficult if you want the information to cross sim borders. #2 is probably easier, as the information lifecycle is single-region. Either solution would mean that the autoreturn time would be accurate, and that vehicle operators would stop being repeatedly penalized for region handoff bugs.
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Flying vehicle across border into damage-enabled land causes injury (often immediate death)
Locations where this happened earlier this evening: Solang / Les Cigalons (near 155, 11) Rua / Old Cave of Rua (near 70, 12) Sequence: You're flying across a sim border. The land you're about to enter in the target sim has damage enabled. "Injured" noise plays. You die and are teleported home. This has happened to me several times over the last week. This is likely related to a highly repeatable bug in which a vehicle gets nudged by a few degrees (sometimes moreso) when going over a border. If you want to see that bug, try landing at Hollywood Airport in Santa Catalina, where the runways are very close to the edge. You'll often find the nose of your aircraft pointing in a slightly different direction after you've crossed the border. There seems to be some kind of spurious collision event that takes place, even if it's an airplane and not in contact with anything at all. The phenomenon doesn't always have the same magnitude, but the hysteresis of "nudging" seems to scale inversely with aircraft mass. I have a very small aircraft (motorcycle-sized) that can be thrown off by multiple tens of degrees. Larger aircraft seem less susceptible: something the size of a Cessna 172 might get "tilted or panned" by 15 degrees or less. Corroborating evidence: The "nudging" effect is readily apparent at low speeds, when the aircraft's kinetic energy isn't much higher than that of an avatar. Go over a border at 30 meters/sec, when the aircraft's kinetic energy is many times higher than that of an avatar, and the effect is less apparent. My guess would be that this is a race condition that occurs while linking the avatar to the seat on the airplane as the handoff completes: they collide with each other during the split second that elapses between bringing the avatar into the sim, and linking it to the seat. Now, does the avatar have to be non-phantom while this is occurring? Probably not. Avatar collision hull is useful on vehicles, but it's not so critical that you couldn't do without it for a moment on region handoff. As I recall, over damage land, collisions can injure avatars, and vehicles forward damage to avatars as well. So, if the avatar is colliding vigorously with the airplane for a split second due to this phenomenon, the avatar would take damage.
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