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Lex Neva added a comment - 09/Feb/08 10:21 AM
I make 10-20 sales a day. Every week I see this at least 2-3 times. It's aggravating, and I waste a lot of time redelivering products.
The bad thing about this is, that the money transfer actually goes through, despite what the blue pop up says. Only the scripted object does not recognize it.
Happened to me on various occasions, and the (of course) unresolved ones are those involving tips. The person meant to receive the tips never receives it. This just happened at least 5 times in a row, spread over two different sims (Eldora and Suffugium). The customer receives a message like "The system is unable to process your request at this time". Then a few minutes later, they see the payment go to me (and I see it too), but my vendor object never gets a money() event.
It should never be the case that money is paid through an object but the object never receives a money() event. The entire transaction should be cancelled.
lindenrobot made changes - 25/Mar/08 10:47 AM
I also see this a lot in the Apez system. In the money() event of our devices they send out an 'event' to our system. We receive thousands of events a day from all over the grid.
The mechanism for sending events can't be 100% reliable, hence it is impossible to know accurately how many times the L$ transaction ultimately succeeds, but money() isn't triggered vs how many times the 'event' communication fails. The method for transmitting 'events' is complex and designed to be as reliable as possible in the face of grid failures - it makes several HTTP attempts initially, follows up with emails and chat to other devices the sim which can pass-on the event and also re-sends events periodically until they're explicitly acknowledged by our external server cluster. Hence, when we see transactions (and sometimes customer reports) consistent with this happening, we don't receive any event notification from the device and sequence numbers indicate the money event never ran - I suspect this bug rather than failure of the communication mechanism. I've also seen it happen on many occasions during testing when developing scripts for devices that handle money. Note I have never seen a transaction that takes L$ but doesn't give it. The transactions always either succeed or have no effect. It can appear that way sometimes as the client L$ balance display may read incorrectly (e.g. show the deducted amount even upon failure), but re-logging the client will usually show the correct amount again. Yeah it does not seem to affect money paid out from a script, that seems fare more robust.. this is specifically the payment method to trigger the money() event within the script in the first place. It seems like when the script gives out money, its using a different method so even if it doesn work right away, after a few minutes it will go through, theres no 'lsl event' tied to an avatar receiving money so no script issue to fail there.
The real issue is that the system seems to know the failure happened, hence those blue dialogs to the payer, but the system then does not return the money, or retry the event, it simply seems content to let it fail, and let the owner have to sort it out on their own, often with a very suspicious and upset customer who thinks they've just been ripped off. In my experience money paid from a script isn't reliable either (no different from the other methods of triggering payment as far as I can tell). This bug is about failure to trigger the money() event though, so I'll talk about general L$ transaction failures on another bug
Failing an L$ transaction is one thing, but allowing it to succeed without triggering the money() event seems more disastrous. At least I've never observed the money() event being triggered without payment! This is happening with increasing frequency lately. Over the weekend, I had 4-5 failed sales a day. That's about half of my in-world sales.
Eltee said: > The real issue is that the system seems to know the failure happened, hence those I think what's happening is something like this: the sim is sending the payment request over to the central payment handling system. The payment handling system doesn't respond in a timely fashion, so the sim decides the transaction failed and tells the user and doesn't send the money() event. Then the payment system catches up with its backlog and processes the request anyway. This disconnect is seriously causing us problems. I'd like to see LL implement a grid-wide "kill switch" (VWR-4431) as a stopgap measure. It's almost always the case that when purchases start to fail, LL knows about it and posts to the blog. Often they say something like "please refrain from purchases as necessary" and sometimes they make announcements in-world. The problem is that these announcements aren't reaching users who don't check the blog and log in after the in-world announcement. When LL knows many transactions are failing and they're working to fix the problem, they could just hit a switch to temporarily turn off transactions and save us vendors a whole heap of trouble. I know I spend a lot of time cleaning up these transactions. Updating the title to be a little easier to read/understand based on some suggestions people passed me.
eltee Statosky made changes - 31/Mar/08 03:49 PM
Hm, i'd hate to turn off sales for long periods of time seemingly every day at this point (whenever the blog says there are issues), since most of them for me still do seem to go through.. but it is a big support mess as it currently is. I would rather the person just got their money back and could try again (and editing the blue timeout dialog to reflect this would happen)
Or perhaps just tying the actual money transfer to the money event more synchronously, so it wouldn't happen if the money event was not fired off or some such thing. or even i guess making it multi part with a branch so if it failed or timed out rather than being totally linear and chuggling along and eventually completing the transfer later, it could be aborted and the money refunded, sort of like killing a job in a print queue (assuming its some kind of bottlenecking thats causing the time outs)
eltee Statosky made changes - 31/Mar/08 04:11 PM
eltee Statosky made changes - 31/Mar/08 04:12 PM
eltee Statosky made changes - 31/Mar/08 04:14 PM
eltee Statosky made changes - 31/Mar/08 04:18 PM
Well, I don't know what percentage of my transactions fail... but if LL is telling people that no one should rez things or buy things, then I think it doesn't make sense not to have the system enforce that. They know it's probably going to fail. That said, VWR-4431, someone suggested that this be a warning rather than a complete block, and I agree with that. Maybe a "proceed with care" dialog.
Of course, that's just a stopgap. The actual solution which I'm sure LL is working on right now is to prevent this from happening in the first place. Purchases of this sort should be "transactional" in nature, so that either everything happens or everything doesn't, not just some parts. this issue is going on for months more so the past 3 weks every day every damn day it says resolved we need this FIXED not bandaided everyday PLEASE FIX THIS ISSUE AS PRIORITY ONE businesses are losing everyday from this its HURTING US please FIX IT!
i have so many notecards from customers not recieving items i am no longer replacing them im sick and tired of it im sending them all to lindens to have them resolve it please FIX THIS this is not just happening with scripted vendors or items its happening randomly to anything set to sale i have many different items not scripted that his error happens with just a box set for sale even my money tree gives the error when someone trys to pick from it its not just scripted items
This has been a problem for a long long time. But this has increased tenfold in the past couple weeks. I would encourage anybody having problems to have people vote on this: http://jira.secondlife.com/secure/ViewIssue.jspa?id=18652&vote=vote
This issue has been seriously bad lately. I am having to spend *hours* on IM's from customers daily for this (as well as all the other fun new bugs since Havok4 & the new viewer). But this bug has been a serious problem for a long time and needs to be addressed once and for all. Money transactions need to be 99.9% reliable - no business can afford to keep supporting missed deliveries or lost payments manually. And that includes well established RL companies - they are not going to want to create a presence in SL with this kind of overhead and risk alienating customers whom may perceive they are getting ripped off.
BTW, I have also seen this in both vending machines using the llMoney() function call as well as with objects simply set for sale !! Yeah i have heard reports of it failing on just buy objects as well but i believe it is the same problem, i.e. i believe buy objects sort of have a defacto money() like event, internal to them, which is also failing to be triggered, hence the object never gives out its contents etc
Curiously, this has been open for 2 months and yet no Lindens have commented on it... hmmm...
I have a very popular arcade with tons of freeplay that requires 1L to start the game, and the 1L is then transferred back to the player. Over the last few weeks, this has gotten very annoying because of stale payments that actually went through yet triggered nothing in the script.
For me, this can happen dozens of times within an hour depending on how busy we are when the system gets fubar'd...
Sue Linden made changes - 13/Nov/08 12:04 PM
Sue Linden made changes - 13/Nov/08 04:29 PM
Sue Linden made changes - 13/Nov/08 04:45 PM
Sue Linden made changes - 13/Nov/08 04:55 PM
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