Server Bugs

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• Do not include sensitive information.
• Create a support ticket at https://support.secondlife.com for individual account issues or sensitive information.
Log-in at "Last Location" or "Home" fails ("location not available" - but Sim is up)
Since around 1.5 weeks (22th/23th July, I would say), I become moved (after logging out on "my" Sim) on the log-in to various SafeHubs. This happens if I log in at the Sim, I was on at logout ... same as if I I try log in "at Home". It happening to me 100% on "Demelo" (RC LeTigre, Mainland, Full Region) ... ... if I log-out/in on "Fishergate" (RC Magnum, Mainland, Full Region) it happens rare, maybe 25% ... ... doing it on "Podyan" ("Second Life Server 2026-07-10.29122504250", Mainland, Homestead) it nearly never happens. "location not available" usual meaning, the Sim is down or overfilled or have other troubles. But the Sim is online and "normal" working ... people (and also my Bot/scripted Agent) are on it. If I try then from the SafeHub a Teleport-Home, it average fails. Doing a TP to one of the Sims around, it mostly gone right ... and I can walk over the Sim-border with no problems. Also doing first a TP to "somewhere" ... and then TPing to Home ... works ("as usual/typical"). The "log in"-problem is happening also to other people ... (where some complaining then also "why them are not allowed ...", as them think, they being banned). Also the Teleports are sometimes need very long time. Some people reporting, them was need multiple times to finally TP successfully ... (and sadly not all have that patience). After the "Rolling Restarts" last week (29th July ?), the Sim seems to was show the "Failed to grant capabilities"-error or so ... ... and someone was request a restart at the support ... and for "1 day" the log-in fail was gone (then it came back). As a little side-note: The mobile Viewer becomes redirected to the "Campwich Forest"-Sim ... this seems to be a "mobile Hotspot" and not a SafeHub ... and it is "Moderate"-rated only, not "adult".-rated, as "Demelo", which can cause problems about the appearance on an other rating.
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URGENT SECURITY VULNERABILITY – UNAUTHORIZED EJECTS AND FALSE OBJECT ATTRIBUTION
URGENT SECURITY VULNERABILITY – UNAUTHORIZED EJECTS AND FALSE OBJECT ATTRIBUTION I am reporting what appears to be a serious security vulnerability in Second Life involving unauthorized parcel ejects. Residents are being forcibly ejected from parcels by users who do not appear to have the required land ownership, estate, or administrative permissions. This is not limited to a single incident or a single parcel. Multiple residents and lands appear to be affected. A particularly concerning aspect is that the system appears to attribute the action to an innocent object. When an eject occurs, the victim or nearby residents may see a local chat message such as: “The object 'Void - Demure Lashes (Avalon)' at Dearheart (196,46,2338) cannot teleport the parcel owner home.” The referenced object is a cosmetic attachment with no eject or teleport function. There is nothing in the object intended to eject, teleport, or remove users from the parcel. Nevertheless, the system displays the object as if it were involved in the action. This creates the appearance that a legitimate object caused the eject, while the actual source of the action appears to be something else. In one ongoing case, a resident has reportedly been ejected repeatedly, potentially dozens of times per day, across different locations. Entire groups of visitors on a parcel have also been forcibly ejected without authorization. We have already submitted multiple Abuse Reports and contacted Live Support, but the underlying issue remains unresolved. We urgently request that Linden Lab investigate this as a potential Second Life security vulnerability or exploit, rather than treating each incident as an individual land-management issue. Please review the server-side logs associated with the affected parcels and accounts, including: • The exact timestamps of the eject events • The account or system component actually triggering the eject • The permissions involved • The source of the eject request • Why an unrelated object is being displayed as responsible • Whether the same mechanism is being used across multiple regions and parcels If possible, please reproduce the behavior in a controlled environment and investigate how a resident without the appropriate permissions can cause another resident to be removed from a parcel. This issue is creating serious harassment and security concerns for residents and landowners. We need the technical/security team to identify the underlying cause, fix the vulnerability, and prevent unauthorized users from abusing this functionality. This report concerns a suspected platform-level security vulnerability, not a normal parcel eject performed by an authorized land manager.
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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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