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Key: SVC-3867
Type: Bug Bug
Status: Reopened Reopened
Priority: Showstopper Showstopper
Assignee: WorkingOnIt Linden
Reporter: ellen spark
Votes: 869
Watchers: 147
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2. Second Life Service - SVC

Scripts are not removed from the sim when the object containing them is removed

Created: 20/Feb/09 04:32 AM   Updated: 08/Sep/09 09:40 PM
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Issue 9 of 2056 issue(s)
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Component/s: Performance
Affects Version/s: 1.25 Server
Fix Version/s: 1.27 Server

File Attachments: 1. File Ghost Script.tga (768 kB)

Image Attachments:

1. after1.21.6 .jpg
(36 kB)

2. ghost script for flight feather.jpg
(118 kB)

3. Ghost+Script.png
(308 kB)

4. Long Beach Object 2.jpg
(199 kB)

5. Long Beach Object 3.jpg
(195 kB)

6. Long Beach Object 5.jpg
(194 kB)

7. Long Beach Object 7.jpg
(196 kB)

8. Long Beach Object 9 (1).jpg
(191 kB)

9. Long Beach Object 9 (2).jpg
(200 kB)

10. phantom script_001.png
(457 kB)

11. Reopened SVC-3867.jpg
(239 kB)

12. Script Kota.jpg
(253 kB)

13. SVC-3867 Long Beach.jpg
(206 kB)

14. SVC-3867_001.png
(927 kB)
Environment: This is a simulator issue
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Last Triaged: 21/Feb/09 10:01 AM
Linden Lab Issue ID: DEV-27830

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 Description  « Hide
This is actually a grid wide prolbem. I have this issue on all of my Islands and so do many people I have spoke to in the conceirege information group. The prolbem is that sometimes when objects are removed from the sim the scripts from the objects still remain on the sim. Restarting the sim does not clear the ghosts scripts from the sim or stop them from running. If you get the top scripts list from the region and beacon the scripts you will find some of them are not in a prim but are still running, you can return them with the debug control, but they should not be there, they should be cleared when the sim was restarted if they were not cleared when the object was removed. I was first aware of this when I told a resident on Long Beach I was returning an object because the script was using too much of the server resources, he told me he had removed the object over a week ago, I beaconed it and the script was there even though the object was removed over a week ago. After further checking I found many other ghost scripts running on the sim, and residents told me the same thing , the objects had been removed some time ago. this is a very serious prolbem, scripts keep building on the list of running scripts even though the the object that contained them was removed.This is affecting the performance on many sims for no reason.
There needs to be something that clears the ghost scripts when the sim is restarted. The more that people rez and remove scripted objects the more it degrades the performance of the sims, this is a grid wide prolbem, I can find some on any of the Islands I own, tracking them down is a nightmare. I have left the ones on Tomsen Island, it is the Island that is the easiest for you to see this prolbem. Just get the top scripts with the top times , beacon them and you will see what I am talking about,just so you know, the house was rezzed more than one time there, so the ghost scripts are from the prior rezzes that were allready removed. Thank you, Ellen Spark Update: since I filed this jira the person leaseing Tomsen Island asked me to remove the ghost scripts on the sim, so now they are no longer there, but you will be able to find them on other sims.

 All   Comments   Change History      Sort Order: Ascending order - Click to sort in descending order
Daten Thielt added a comment - 20/Feb/09 04:43 AM
Upgrading to show stopper, this is a seriouse bug that can bring sims to its knee's, Also it could be classed as a security issue if some one wanted to use this in the wrong way with greifed scripts.

darling brody added a comment - 20/Feb/09 05:44 AM - edited
/me starts making a griefer script based on this exploit.... LL will now fix it faster!

Ivana Pawlowski added a comment - 20/Feb/09 11:15 AM
How do you get rid of the script if there's no object to delete? Do you have to return the item that doesn't exist from the top scripts window?

Charlene Trudeau added a comment - 20/Feb/09 11:47 AM
Gee, and here I was thinking I was going crazy the couple of times I"ve run into this so far! And the worst part is, short of going through debug to track down every scripted item shown running to see if there is a real object attached or not, there is no way to find and clear them.

ellen spark added a comment - 20/Feb/09 12:36 PM
yes, Ivana , that is the only way you can remove them at this time, you have to return them from the top scripts list, beacon it and go to the location to verify that it is a ghost script before you return it, or you will return a scripted object by mistake, do be carefull.

Dirk Talamasca added a comment - 20/Feb/09 02:16 PM
Good catch, Ellen. I just finished looking into this issue because a couple of my residents experienced severe lag and called me over to investigate. Although they had taken up all of their scripted items, a scan confirmed that although these objects had been removed, the scripts remained active and running and they were all over the place.

Bettina Tizzy added a comment - 20/Feb/09 02:30 PM
So this would justify those sales pitches for used sims that make the claim "lightly used"? I wouldn't want to buy a sim that had used a lot of scripts knowing this!

Esmee Isbell added a comment - 20/Feb/09 03:39 PM
The effect of this issue is especially aggravating for mainland sim owners who cannot see top scripts, but CAN notice in the stat bar a mysteriously elevated overall Script Time for no apparent reason. Yesterday after the grid-wide rollout, our sim was restarted again with a popup explaining "administrative purposes". After that restart, the script time was almost doubled what it was prior to the restart, and has remained so today. And I sure didn't put down any new scripted objects while the sim was offline! I offer this comment in case it is related to this issue.

Cheshyr Pontchartrain added a comment - 20/Feb/09 04:18 PM
Gallifrey's script time also doubled after the administration reboot. It's reading over 14ms now, despite my great pains to keep script time below 7ms

Darien Caldwell added a comment - 20/Feb/09 04:25 PM
Can anyone provide a reproduction of how to make this happen? I'm checking my sim and I can't seem to make this occur. (and you know LL is going to ask for a repro)

ellen spark added a comment - 20/Feb/09 04:51 PM
Darien, Trying to reproduce this bug would be like trying to reproduce the ghost prim bug, it is too random to try to reproduce. But it does not need to be reproduced
because like the ghost prim issue, It is true because it is still there visible on the server and you can determine that it is actually happening for that reason.

Anelise Demonge added a comment - 20/Feb/09 05:13 PM
Sadly ellen, you were ever to right about this. I just checked on my sim and found .. to many. I'd noticed I was having to return prims w/ scripts a resident of mine had scattering to the 4 winds across the sim. Temp rezzed ones from a tree ( It appeared) but always in the highest reading scripts. I'd track.. and nothing was there. This went on for weeks until she finally removed the tree in frustration and still it was another round of returning the phantom scripted objects. However, this took place during this past holiday season. I looked just after reading this thread and sure enough.. I was able to track 3 to.. nothingness.

rade bailey added a comment - 20/Feb/09 06:21 PM
One wonders just how long this has been going on, and to what extent it's effected the grid as a whole. I'd strongly urge each and every sim owner to sit down and do a detailed scan of thier sim to track these 'ghost scripts' down. And I'd urge LL ever more strongly to discover exactly why it's happening, and implement a way to eradicate the problem as quickly as possible. While I wouldn't classify this as 'showstopper', it does indeed have the potential to become just that.

telexa gabardini added a comment - 20/Feb/09 09:37 PM
I deal with these phantom scripts on a daily basis, mostly bullits and droped HUDs yes nothing to be found of a actual object. My issue today is on 12 of my sims i had scripts (100's) of them all runing 1.0-4.0ms each. As anal as it may seem i have a rule posted in my covenants that any script time running higher then .100 on a regular basis will be returned. I have well over a hundred tenants now and they have accepted quite well and i very rarely return things. So im looking at my Top Scripts today on these sims and each sim i go to the problem seems to get worse i know these scripts on these sim never run higher then .100 yet today each sim is pulling 20.0+ times on them, even on the one sim i have with two clubs 20 some stores and another 10 homes full of scripted items and when the club is packed with 30 + people that still only peaks out at 12. -13. tops .. now today i have homesteads with one epic wave and two homes on it with about 250 scripts running and im seeing 25.-27. ms numbers. Thes sims are generaly at about 3-4 ms. WTH did they do in the last day or two for the love of god. Im watching sims poof right before my eyes and this was well after the restarts. All in all this day sucked to be a Multi sim owner and on a normal day im online till 5am EST tonight i had enough of this crap and im off at midnight. Not to mention getting the IMs capped a handfull of times from all my residents complaining about one thing or another not working today from all this.

Daniel Gottlieb added a comment - 20/Feb/09 09:54 PM
Can anyone verify if this affects both Mono and old-style scripts or just Old-Style scripts, or just Mono scripts? That might help them in tracking down the problem.

Does this affect people who are using scripted attachments in a region and then leave the region? Will their scripts still be running there?


Soft Linden added a comment - 20/Feb/09 09:59 PM
I can import this if someone can point to a sim where this is happening, or a clear repro. I need to be sure this isn't just tiny, fast moving prims or similar.

telexa gabardini added a comment - 20/Feb/09 10:23 PM - edited
Here is a list of sims that are being effected, Kota Bharu, Datai Bay, Avellino, Pelican Island, Sweet Seas, Kinu Inu, Kume Island, Cartagena, Isle of Capri, Long Beach Island, Gnostic, Amaya Island. Take a look at the script times there not just the total .. but each one. out of the few thousnad scripts runing there there should be tops 30 all together above. .100ms thats slightly above like .150 as the highest.

Hewee Zetkin added a comment - 21/Feb/09 12:45 AM
Another question for an estate manager to investigate: does this happen when the object is deleted, or taken into inventory, or both? What if scripts are stopped or removed in the object before the delete/take? In other words, is there a good way for conscientious residents (and scripters in particular, who tend to do a lot of experimenting--sometimes with high-lag scripts) to thoroughly clean up after themselves for the time being?

Sacha Bowie added a comment - 21/Feb/09 02:46 AM
i checked about this issue on my island.
first i disabled all the scripts then re-allowed them.
first time 3 scripts less, second equal, so nothing done.

Today i disabled all the scripts on the island before the restart.
I restarted the island and then after an hour after the restart more then 30 scripts are deseappeared from it.
actually they are stable on 922 with the same agents on the sim.
all stable atm and the performance on th sim is really better.
let's see


ellen spark added a comment - 21/Feb/09 04:28 AM
Hi Soft

They are everywhere, they are not tiny prims or fast moveing prims. Go to Long Beach , get the top scripts, click on the location colum and
look at this script running << Object >> << Alice Klinger >> <<0.0,0.1,-0.0>>
Beacon it, go to the location and you will see no prim and a dead end beacon location, only the script is there.

Location : Long Beach 0.0/0.1/-0.0

this is only one example, they are everywhere and there are many of them.


Tayra Dagostino added a comment - 21/Feb/09 04:46 AM - edited
I've checked under estate/region tools top script, sim listed about 1300 running script, "Advanced Border & Performance-Scanner v4.6a (WEAR ME!)" show a sim index about 2300.

I tested in this way:

  • disabled all script on sim via estate/region panel
  • restart sim
  • re-enable script

Sim now list about 1100 running script and "Advanced Border & Performance-Scanner v4.6a (WEAR ME!)" show an index of 3900.

But this isn't a solution, something in server code do something wrong.


Minke Bailey added a comment - 21/Feb/09 06:16 AM
Very interesting - I've also noticed a very dramatic script time increase sometime after yesterday's restart (went up more and more within a couple of hours) and even though I don't own all of the sim (roughly 2/3, Mainland) I neither saw any changes or visitors that could have effected the other parcels of the same sim (and I didn't change a thing), so I was pretty sure something must be wrong.

Now I do have demo house- and furniture rezzers at the store which would explain the ever increasing script time if the derezzed item's scripts were still running. The more people make use of the rezzers the more script time will increase over time - which was happening yesterday, or at least it looks like it.

Some time today the sim crashed (maybe due to the load?) and afterwards script time was back to what it had been for the last couple of weeks, so it seems the restart has somehow fixed it. I'll keep an eye on my script time to see if it increases again, e.g. with people using the rezzers.

And just out of curiosity - will this also be a problem when people visit a sim, wearing scripted attachments?

I would really like to be given some additional estate tools to be able to handle problems like this when on Mainland as well - very often I can only "hope" for a sim crash when something is wrong (or contact support instead of quickly fixing it myself).


Ryu Darragh added a comment - 21/Feb/09 06:49 AM
This particular "bug" is actually quite old and I've noticed it since I got my own PI back in 2006. It was rare, but I would find phantom scripts listed under "Top Scripts" from HUDs, prim based avatar attachments, vehicles and more. Even in areas set to no build or object entry. They never persisted past a region restart or object return (despite there being no object to return), however.

They were also not really tiny prims since the object scanner I made last year can find even the infamous zero-mass prims... if I get close enough.

I have also been seeing dislocated sounds stuck in regions playing continuously. These show up on sound beacons, too.


Ron Andretti added a comment - 21/Feb/09 07:40 AM
I just Type STRG+SHIFT+1 to see the running Script amount of the Sim 'second foundation'.
It was about 6116.
After i taked all Objects back in my Inventory (more than 1000 Prims with attached Scripts) because i fear a major Sim Crash,
i looked again on the running Scripts.

No change!

Soft Linden, if you search a Sim where this effect is not removed, come to us.

Ron


Astryl Arai added a comment - 21/Feb/09 08:31 AM
my regular sim "Pirate Lands" has had 240 extra scripts and my script lag went from the regular 1.2 to 2.3 for three days now. I have restarted the sim 4 times. WANT THIS FIXED, this is impacting my sim

Crap Mariner added a comment - 21/Feb/09 09:32 AM
The islands I administer (Edloe, Nowhereville, Harbour) were having some lag issues, so I put out the call to cull scripts and take things up, but things only got worse.

Dedric pointed this Jira out... d'oh!

it would be nice if this were fixed.

-ls/cm


LaPiscean Liberty added a comment - 21/Feb/09 09:39 AM
Same here for along time all my regions have been extra laggy, and they have been ther for over a yr with differant ppl moving in and out. YES i want this addressed ASAP.

Wallace McAllister added a comment - 21/Feb/09 09:45 AM
I have yet to have some hard evidence as to this anomoly, but it certainly explains some items on my sims top scripts list that didn't seem to have a visible object to go with it. Going to go through all my objects again tonight just to make sure.

Hya Kepler added a comment - 21/Feb/09 09:53 AM
If this is a problem on estate sims, what might be going on with mainland sims? Is there a way to get the ghost scripts removed from the mainland? this sounds like it could be a major problem there.

Soft Linden added a comment - 21/Feb/09 10:01 AM
Alright - I'll import this for attention.

Please - if you see specific regions with specific scripts, list them below. Absent solid repro steps, this will help tremendously.


LaPiscean Liberty added a comment - 21/Feb/09 10:29 AM
Region Moon Park
Object ID 6b2e3052-8c9a-b3b9-7411-e3284f59668b
Object Name Basic Vendor Titan, MPC - 41 V4.11
Location <143.2,158.7,471.0>

I will never figure out what all is ghosting and what is real. not without some filter to that query.
Spent about 5 minutes to find one.


LaPiscean Liberty added a comment - 21/Feb/09 10:33 AM
Shot of Moon Park Ghost Script

Harleen Gretzky added a comment - 21/Feb/09 11:52 AM
TGA converted to PNG

Harleen Gretzky added a comment - 21/Feb/09 12:03 PM
I see an offline vendor at the location in Moon Park when I go there, picture attached.

Sacha Bowie added a comment - 21/Feb/09 12:12 PM
If you dont disable all the scripts by the Estate/region BEFORE the restart they will not deseapper.
The simulator dont recognize them as ghost.
you MUST disable scripts (and disable all is better colliders as well )
After the restart wait some minutes then re-enable them.
i am not sure if all the ghosts will deseapper but that seems to fix for the moment the problem.
that off course just for the islands.

telexa gabardini added a comment - 21/Feb/09 12:17 PM
Here is a pic of the top script times from Kota Bharu, none of these script have ever been above .100 before. I have restared this sim to many times to count now in the last day. Nothing i do is working to resolve this issue and this is only one of 12 sims i have that is doing the same thing.

Wallace McAllister added a comment - 21/Feb/09 12:31 PM
Telexa, now that is one thing I have seen is an increase in specific script time. I had been using Conover Sim Monitor and watched it pretty much go from an average 3800-5000 to now running at 2200 - 3500. I am not sure if the two issues are related, or if that one is a separate JIRA entry or not. But it's interesting that these both began at the same time.

telexa gabardini added a comment - 21/Feb/09 12:35 PM
OK i just Disabled scripts and collisions, on Kota Bharu, restarted the sim, waited 3-4 minutes after restart enabled both again and low and behold i have normal script times again!!!! Im off to try it on all the sims now should take a half hour or so to finsh them all and ill come back to this one and recheck it to see where it stands, but after 10 minutes now all seems to be normal!!!

SuezanneC Baskerville added a comment - 21/Feb/09 01:24 PM
Seems to me that useful reports of specific instances of this problem would include

Sim Name
Script Name
Coordinates

and what else?

There's a thread in the forums about this and I wanted to describe exactly what people need to report.


Puppet Shepherd added a comment - 21/Feb/09 01:41 PM
How very frustrating this must be! And how frustrating it is for those of us who live/work/play on the mainland, who can't view the top scripts on our parcels and therefore have no idea whether this affects us as well!

lyndal homewood added a comment - 21/Feb/09 02:36 PM
In a new SIM - showing 33 running scripts - I deleted an object with 6 separately scripted prims linked together. My Get Top Scripts showed two of them as still running. I was able to select and return those as thought their objects still existed.
Unfortunately - that was one SIM - of 4 - and the main one has 1800 running scripts and checking each to be sure it is not an orphan is not practical.
This one needs to be fixed - smiles - about a year ago
Especially since it seems easy to recreate - IF you have labeled prims, know what was deleted, and check..

Harleen Gretzky added a comment - 21/Feb/09 02:45 PM
@lyndal - if you can reproduce this again but leave the ghost scripts for LL to check out, post the object name, sim and location here.

DarkMoon Lilliehook added a comment - 21/Feb/09 03:01 PM
Maybe thats a reason why i was returned like 1000 prims of my 1/3rd sim (mainland) by a linden last night as coalesced object which ruined my business that day with this... the Lag is still the same :/

Sindy Tsure added a comment - 21/Feb/09 03:02 PM - edited
Sadly, LL won't let me be a mainland estate manager so I can't see top scripts.
If you try to walk over the spot where a ghost script supposedly is, is it like walking over a ghosted object? Like, are we just finding out that scripts in ghost objects are also ghosted or is this something different?

If you don't know how to detected if a tiny ghosted object is there, rez a 5x5x0.5 cube, drop the script below in it, edit the cube over the suspect position then touch it. Should chat any object it finds..

default
{
	state_entry()
	{
		llSetStatus(STATUS_PHYSICS, FALSE);
	}
	
	touch_start(integer total_number)
	{
		if (llDetectedKey(0) == llGetOwner())
		{
			llSetStatus (STATUS_PHYSICS, TRUE);
		}
	}

	on_rez (integer param)
	{
		llResetScript();
	}
	
	land_collision(vector position)
	{
		llOwnerSay ("hit just the ground at " + (string)position);
		llResetScript();
	}
	
	collision_start(integer count)
	{
		integer i;
		for (i = 0; i < count; i++)
		{
			llOwnerSay ("hit " + llDetectedName(i) + " at " + (string)llDetectedPos(i));
		}

		llResetScript();
	}
}

Gordon Wendt added a comment - 21/Feb/09 03:22 PM
>> /me starts making a griefer script based on this exploit.... LL will now fix it faster!

That would actually be funny if you didn't have a history of actually making griefer scripts to exploit bugs. Notably you don't do it to get the Lindens to fix the bugs faster, just to line your own pockets.

This bug has my vote, even as someone who no longer owns or rents estates land I spend a lot of time there so this bug has left me wondering how much time there has been laggy at least in part because of this bug. The sooner they get this fixed the better.


Adicted Waco added a comment - 21/Feb/09 03:27 PM
I Think This Has Been There For A While, A Few Server Versions Ago I Found A Few Scripts Like This. Then After The Next Server Update Those Scripts Were Gone, That Was 1.23 > 1.24. I Wouldn't Be Surprised If Some Longer Existing Ones Get Wiped Out With A Server Update And Others Start Showing Up, Especially Since Our Sim Seems Extra Laggy For A Few Days After A Sim Update, And Then Still A Bit Laggier Than Previous Normal After That.

Wallace McAllister added a comment - 21/Feb/09 03:52 PM
Disabling the scripts in the estate tools then resetting the sim, and waiting about 10 minutes gave me a boost in performance. Script times went from 8.3ms - to 5.1 in my top scripts. Although I am sure many will be back until this is fixed. Alright off to my other sims to get those reset.

DarkMoon Lilliehook added a comment - 21/Feb/09 04:10 PM
""I Think This Has Been There For A While, A Few Server Versions Ago I Found A Few Scripts Like This. Then After The Next Server Update Those Scripts Were Gone, That Was 1.23 > 1.24. ""

I noticed the same.. i had ghost scripts on my opensim on 1.23
just didnt paid too much atention cause i was busy.. returned them, resetted sim, all was fine - had bad lag later, but LL meant the server would be ok.. havent checked it further. Just noticed that my homestead had 22ms instead of my usual ~5ms.


darling brody added a comment - 21/Feb/09 04:15 PM - edited
>>> /me starts making a griefer script based on this exploit.... LL will now fix it faster!
>>That would actually be funny if you didn't have a history of actually making griefer scripts to exploit bugs. Notably you don't do it to get the Lindens to fix the bugs faster, just to line your own pockets.

That was not a very nice thing to say. I really don't think it will help with solving this issue either. As for my history, I have used SL every day since September 2006. If I really was as evil as some people say, would I still be here? I have never even been suspended! Think about it.

>>This bug has my vote, even as someone who no longer owns or rents estates land

I own three regions. I run an extensive network of vending machines with dozens of products randing from space stations, avatars, teleporters, land tools, terraforming, security gadgets, and oh yeah only 3 weapons. But hay, my desire to have a healthy region is totaly invalid because of those 3 weapons. (shakes head)

@ Linden Labs

I will spend some time this week trying for a repro of this bug and post a how-to if i can get one. I suspect it needs an abnormal deletion of the prim involved. Anyone got a list of offending objects as this might help work out what method the objects were removed from the region. ie. were they temp like bullets, or was it a more permenant fixture like a disco etc?

A possibly related issue might be the recent inter region connection issues. I have noticed email is often not arriving, and some region are appearing and disapearing when viewed from neighbouring regions. A restart of all regions in the estate resolves the issue, but I was wondering if this connection problem could be contributing to objects/scripts not being removed correctly? Especily if the operation involves moving them to the asset server. Izzy Linden took care of a similar issue a few days ago in Quantum where the connection to the neighbour region was unstable.

Darling Brody


Gordon Wendt added a comment - 21/Feb/09 04:52 PM
@Darling, admittedly the first part of that was a cheap jab at you, albeit a well deserved one. The second part wasn't meant to be a jab though, I know that are actually working to help solve this and I appreciate that and didn't intend to minimize the effort you're putting into this.

ellen spark added a comment - 21/Feb/09 09:02 PM
UPDATE:

After further researching this issue, I have found there are 2 isues happening here, The first is a case of ghost scripts , where the script is still active and running
on the server top scripts and the object that had contained the script is no longer on the sim anywhere, and the second version of this issue is a script for the object is running on the top scripts list and the object associated with the script is still present on the server, but the object and the script are disconnected, the object is not in the same place as the script location they are in very different locations, ( the prim in question was a static, non moveing prim ) and if you view the object contents , no scripts are listed in the object contents (includeing any of the linked prims of the object) , but if you return this object that has no contents it does remove the disconnected script from the server. I only found one of these, it was difficult to find and unfortunately to be sure if what I suspected was correct i had to remove the prim to see of it removed the dislocated script, so I do not have an example to show for it. When I returned the prim the server did remove the dislocated script even though they were in different locations.


ellen spark added a comment - 22/Feb/09 07:34 AM
I have tried the ghost script cleanup routine mentioned here in other posts. It seems to work very well. I disabled scripts for the entire region,
then restarted the region, waited 2 minuites then enabled scripts on the region. This seems to clean out the ghost scripts and improves the performance of the sim as well.

Rudy Borkotron added a comment - 22/Feb/09 07:39 AM
I don't know much about how SecondLife internals work. Guessing from the description it seems like
both the server and the asset server have object names and state but they are different. A wild guess is
that the asset server describes the desired object state and server(s) describe the actual state.

For container objects, objects that can "hold" or list other objects including other container objects forming a
tree of sub-objects, maintaining whole object consistency during operations such as complete object
tree create, delete and move in distributed systems can be a challenge.

For example, during delete, if an individual sub-object delete failed, what recovery should be done to
to either go back to the original state or complete the entire object removal? Should the requestor loop trying
to delete it to the possible failed computing system? Should it try and recreate the previously
deleted sub-objects to restore the original state?

This challenge is further complicated if there are different pieces of state on different disconnected pieces
of hardware in a computing grid. No doubt the state associated with a prim, texture and script is
different between simulator, asset server(s) and client viewer.

In a sense, create and delete of complex container objects are like miniture startup and shutdown
sequences but require database like rollback behaviors to maintain whole object consistency
in a many element computing grid. Transactional databases help but don't solve the consistency
problems directly.

Move object (teleport is example in SecondLife) is third challenge since it isn't pure create or
delete since the about-to-be created object is linked to the about-to-be-deleted object
with regards to roll back. Having the object incompletely formed in two places is very undesired.

Hopefully this problem space will be considered carefully and not reacted to.

Some reactive approaches are to lengthen timeouts, add "best effort" retry loops and garbage
collectors. These solutions have drawbacks in terms of performance, scaling and robustness.
For example, the garbage collector approach scans larger and larger lists of objects on one
system comparing items found to lists in other parts of the grid impacting CPU and networking.


Viktoria Dovgal added a comment - 22/Feb/09 07:48 AM
@Sindy: "Like, are we just finding out that scripts in ghost objects are also ghosted or is this something different?"
Scripts in ghost prims do indeed tend to stay running, responding to chat etc., but in the past those would be cleaned out with a sim restart. The bit about surviving a restart is the ugly new twist :/

Chalice Yao added a comment - 23/Feb/09 12:03 AM
What I would like to know is, if the affected regions are homesteads and opensims.

I hang in one of the most lag-infested, script-riddled, asset churning sims on the whole grid daily, and I've yet to witness the behavior (aside of the ages old beacons at <0,0,0> when the assets haven't loaded yet) ...it's a full sim, so I highly suspect it's one of the new sim types that causes the issue.


Sen Pixie added a comment - 23/Feb/09 02:57 AM
My estate is simply one full, 15K prim sim. We do not own any homesteads or opensims. I can confirm this behavior in the sim New Gallifrey. I can also confirm that the restart with scripts off does work. My script time went from 8.8ms to 6.9ms by doing this.

Darien Caldwell added a comment - 23/Feb/09 08:57 AM
I have a possible theory which may explain why some see the issue, and some don't. Having used the vendor system pictured above. I know it rezzes temp-on-rez prims which are scripted to send emails when an item is purchased. Could it be the ghost scripts only result from temp-on-rez items? When the item disappears, the scripts are left behind. I say this because I can't reproduce this on either of my sims, and that's the only thing I do not have. Nothing in either of my sims rez any temp-on-rez items.

So can people check and see if this is relevant? If it turns out most seeing the issue are seeing it with items that rez temporary scripted prims, It may provide a clue for the Devs.


Minke Bailey added a comment - 23/Feb/09 09:54 AM - edited
I use rezzing vendors too (and this ghost script issue happened to me a couple of days ago), but the display items in the vendors are NOT set to 'temporary' and they only derezz when a new item is being rezzed by touching a button. A sim crash has cleared the ghost scripts from my parcels and so far I haven't had this happen again on the same sim (Mainland).

Andromeda Quonset added a comment - 23/Feb/09 11:27 AM
The procedure listed to remove ghost scripts has the undesireable side-effect of having a negative impact on networked apez vendors. Specifically, if the in-world apez server is in a sim that is conducting ghost script cleaning, after the sim is back online, and scripts are permitted to run, when a request is sent from a vendor, nothing happens (a good test is to request a product notecard, which is acknowledged but never actually arrives). The vendors effected can be in the same sim, or a different sim, from the sim where the ghost cleaning occurred.

The solution to make the vendors work again is to visit each apez vendor, reset it, and configure it again.


Argos Hawks added a comment - 23/Feb/09 05:46 PM
It's been suggested that you can see if this problem is affecting your sim by comparing the script time numbers before and after a restart. Many scripts slowly build up their script time numbers over time, especially if there are some coding errors. A friend's dancefloor used to increase all the way up to 100ms or more, but would go back to almost 0 after a reset. It was caused by math roundoff error and using an equal sign instead of a greater than.

The only way you can really tell if a restart of your sim is getting rid of phantom scripts is to find the phantom scripts first, then do the restart, and then see if those specific scripts are still there.


Hewee Zetkin added a comment - 23/Feb/09 07:36 PM
Argos,

Turning scripts on and off and restarting the sim does not actually reset the scripts, and should not change the running state of the scripts. Therefore the kind of programmer error you mention should not be affected by the proposed workaround. Unless there is some sort of memory leak or something in the run-time engine itself, of course. That would be as serious a problem as "phantom scripts" if not worse. So a dramatic change after restarting the sim SHOULD be a good indication that something is seriously wrong, not simply that a scripter wrote some bad logic. The exception might be something that depends on elapsed real-time, such as scripts that depend on the value of llGetUNIXTime(), getTimestamp() and their like for their timing. Some of those might vary their behavior significantly if they see a large period of missing time.


Argent Stonecutter added a comment - 25/Feb/09 11:04 AM
Something that might help LL debug it: Does it make a difference if the scripts are compiled with Mono?

Jonno McConnell added a comment - 25/Feb/09 12:20 PM
With reguard to the solution of "deactivate scripts, restart the region and reactivate scripts"

Is there a potential problem due to the issue:
http://jira.secondlife.com/browse/SVC-1853


Argos Hawks added a comment - 25/Feb/09 04:44 PM
Thanks for linking to that other issue, Jonno! If I had tried the "deactivate scripts, restart the region and reactivate scripts" thing and lost all the permissions on everything in my sim, it would have been a disaster.

ellen spark added a comment - 26/Feb/09 07:31 AM
Hi Soft,
I took a picture of one on Long Beach, you can see the script name there and the location.
there is no object there for this script. Also, I was unable to remove the ghost script now.
It is still running on the server. This now creates a worse issue, because I can not remove
the orphan script. Please take a look, and if i am missing something that is happening there
please let me know

Thank you,
Ellen


LaPiscean Liberty added a comment - 26/Feb/09 12:00 PM
I have tried the sofar prescribed method of removing this debris. And i have to say that it would be wise to go slow at this method of trash removal, as ther seems to be a side effect of losing permissions on group own items across sim. Still checking on this but it has been one hetic day trying to correct the eerrors now left in wake of stopping scripts and collsions and then to restart region and turn them on agian. At first you see a reduction in time taken in running scripts. It wasnt untill later we noticed the permission problem.

ellen spark added a comment - 26/Feb/09 12:39 PM
I have to agree with everyone that commented that stopping scripts , restarting the region , then restarting the scripts is not a good solution.
It does have an undesireable affect on vendors and permissions. I am no longer using this method to clear the orphan scripts, I am back to
removeing them manually. We need a better solution then hunting down each script one by one.

HUGSaLOT Valkyrie added a comment - 26/Feb/09 02:44 PM
Does anyone know if this effects scripts in objects that are attached to an avatar? Would those scripts be "ghosted" after the avatar walks away, TPs away or logs out from the sim?

Also will disabling scripts in your parcel turn off ghosts scripts?


Kitty Tully added a comment - 27/Feb/09 02:15 PM
Is LL working on this? it's been going on for a long time. Those of us that own clubs and malls are going nuts trying to keep up with the scripts. It's maddening.

Soft Linden added a comment - 27/Feb/09 02:34 PM
@Kitty Yes. This was imported this week, and the release and core teams are aware of the issue.

telexa gabardini added a comment - 27/Feb/09 10:41 PM
As calm as i would like to be with this, it has become impossible to stay that way. Over $3000 USD a month on tier fees to spend my day restarting sims chasing phantom scipts and script times well above 20.0 ms on sims that never seen higher then 3.0 enough is enough. Where did you import this to? the damn US goverment? My sim names are above that this happening to the most i have seen your performance testors there so i amassuming you have seen at the very least my sims. Any chance we are going to see this resolved by the summer? Not to rehash a dead subject but i stayed with the increase in homestead pricing but this goes on till the end of the month and im out! This is total crap!

Soft Linden added a comment - 28/Feb/09 08:29 AM
@telexa - This issue was reported one week ago. It will not be resolved by the end of the month (today).

A lot of attention has to go into developing, testing, and deploying code. There are literally hundreds of JIRA issues involved in each server release. To rush development and skip testing in order to get this out the door would put a lot of content at risk.


telexa gabardini added a comment - 28/Feb/09 11:59 AM
@ Soft, sorry i did not want it to make is seem like you have one day to get this fixed. I do however feel that by the end of March this needs to be resolved. As far as testing goes, i do no doubt a lot of attention goes into that. However once again this should have been picked up on in said testing before the code was deployed. The normal person who rents a home,plot within SL will mostly not notice this problem, and only chalk it up to normal lag on a sim. As a multi estate owner though this is very frustrating when you impose rules about script time useage on your covenant and you know everone follows them. But when you look at the actual script times being used they are now 10+ times higher then they ever were. The dilation and FPS are as well in the toilet. This very well might be my imagination but it seems atleast in my case both the pahantom scripts and the high script time are far more prevalent on the homestead sims. Case in point my one sim Long Beach Island has one couple living on it runing about 130 scripts, prior to all this that sim ran at a dilation of .99-1.00 a fps 44.6-45 and a script time of 2.0 - 3.0 max. Last night when i wrote the previous comment. I was looking at dilations bouncing from the mid .80's-90's fps in the 30's and a scritp time at the highest i seen 28.7ms. After diabling scripts and collisions and doing restarts 7 times and not getting a change i gave up and wrote my comment. I moved onto 14 other sims and all the same thing. I only have 17 sims, i cant imagine what some of the bigger estate holders are going through here. But it dont matter if you have one 512 plot or a 100 sims this is a serious issue with performance, and should be way on top of the priority list of getting fixed.

Harleen Gretzky added a comment - 28/Feb/09 12:27 PM
I'm sure it is very hard to pick something like this up in testing, I have not been able to find any of these scripts on any of my sims. There have been no reproducible steps supplied. The performance issues you listed may not even be caused by this particular issue, but by something else entirely. So far the only valid ghost script posted here for LL to even go and look at is the one by Ellen two days ago, all the rest get returned before they can be checked out.

Schmu Abdallah added a comment - 03/Mar/09 01:21 PM
i dont know how you could not pick up this up in testing..?!
every homestead owner i have spoken too has noticed the same, script times are anywhere from 5x to 20x times higher then they used to be, affecting sim fps and time dilation.
turning off scripts and restarting the sim did fix it for me but only one time, after the next restart by LL it went back to bad.
if i do it again now it does not help anymore. sometimes i see a simple (unused) poseball in the top scripts using up to 3ms!

Jandai Writer added a comment - 03/Mar/09 02:09 PM
After watching this since ellen brought up the issue, I have come across this for the first time myself today. Whilst going through my islands scripts, I was chatting with a resident as I was scrolling through the list of scripts and happened to ask him what a particular one referred to. Turns out he had deleted the item the previous day and we both went to check the area the beacon was directing me to. Sure enough, the beacon says there is a script there, but in actual fact, there isn't.

attaching a screen shot of this.


Kitty Tully added a comment - 03/Mar/09 02:27 PM
I am losing tenants on my rental properties. This is a very serious issue. How am I supposed to make up for this loss?

Darien Caldwell added a comment - 03/Mar/09 03:49 PM
@ Schmu Abdallah: A poseball could read as much as 3ms due to someone using it. When someone sits on a poseball (or any scripted item for that matter), The script time reported is the sum of not only the poseball script, but every scripted item that avatar is wearing as well. It's not unusual to see this in the course of a usual day.

@Jandai Writer and others: This is yet another case where the Horizions Holodeck or similar items has been brought up as a source of these Ghost Scripts. What I am unclear about from reading about Horizions is if it is Temp rezzing these scenes or rezzing them as normal prims. Can anyone that owns one comment on how it works?


Ann Otoole added a comment - 03/Mar/09 04:54 PM - edited
I don't see why this even needs a repro.

The requirement is that a script cease if it's parent (object) has left the sim/region.

Therefore there is a requirement for a garbage collector to run from time to time and if a script is found running with no parent then it is removed.

This requires that each running script have a metadata field in it's runtime properties containing the UUID of the parent that rezzed it.
Then if the parent UUID is no longer rezzed in the sim then the script is killed off.

Seems trivial on the surface. Under what conditions would a script need to be left running with not parent left in the sim/region? If none then it needs to be cleaned up.

Edit: I routinely saw these ghost scripts get left in sim when the parent object went off world or was physical and was removed.


Kitty Tully added a comment - 03/Mar/09 05:17 PM
I deleted a flight feather that was on the ground. The script remained. I am losing tenants because of the lag.

Dezl Snoodle added a comment - 03/Mar/09 05:28 PM
The Horizons rezzer is just an ordinary rezzer device. It rezzes things out of its inventory, which contain a small script that moves the objects into proper position. They also listen for a command to 'die' upon request. There shouldn't be any temp objects unless the contents of the scene contained that themselves.

But, in this particular case, it looks like it's the Horizon's object itself with the script, not a particular scene. The creator has already commented at least once on this issue. The main extra features of the "pro" version are that it has the capability of recording. It's still just an object with a bunch of scripts in it, though. Generally, it would be deleted with the scene is completely derezed, but it isn't associated with the scene anyway, other than communicated with it.


Smiley Dyrssen added a comment - 03/Mar/09 06:14 PM
@Darien - for the picture you're referring to, the script beacon was for the Horizons holodeck's base prim, which is typically a normal prim (not temp-rezzed, phantom, or physical)... as for the scenes rezzed by Horizons, they're rezzed as normal prims (the holodeck rezzes a box containing the scene, which in turn rezzes the actual pieces of the scene). When the scene is cleared, the pieces are turned temp-rez and phantom before the scripts kill the prims with llDie() ...and that command should itself signal for the containing object and its scripts to be removed from the sim... I can't say for certain if that's how other holodeck systems work (I only know about this one because I own a Horizons), but I've been using several holodecks on a sim and rezzing/clearing scenes fairly often, with no long-term increase in the sim's script time

It sounds like the ghost scripts are coming from a lot of different ways of the object being deleted, so I'm tempted to agree with the thought someone mentioned about this stemming from a failed transaction between the sim and asset server while trying to remove the item from the sim. However, I'd prefer to see actual reproductions/stats to support a better conclusion

I've seen a few lists of deletion conditions to test, but I'm adding a quick list here too... maybe we can at least rule out something that isn't causing the problem? lol

Prim Status:
Normal
Physical
Temp-Rez
Physical and Temp-Rez

Deletion/Removal methods:
Deleted by owner (single object)
Deleted by owner (coalesced objects)
Deleted by person with mod-perms (single object)
Deleted by person with mod-perms (coalesced objects)
(is there a major difference between an object being deleted or returned by someone else?)
Parcel Auto-Return
(is there a difference between a "coalesced objects" return and a parcel settings return of a person's objects?)
Object went off-world with llSetStatus(STATUS_DIE_AT_EDGE, TRUE);
Object went off-world with llSetStatus(STATUS_RETURN_AT_EDGE, TRUE);
Object self-deleted by llDie();
(for Temp-Rez objects) Object's lifetime expired

If I've missed any likely condition, please mention it. I'm not an estate manager anywhere, so I can't see the top scripts listing, but I haven't noticed any major fluctuation in the script count/time at the places I frequent.


Andromeda Quonset added a comment - 05/Mar/09 10:01 AM
Question: is this going to be fixed with next week's deployment of the 1.25.6 server?

Carrah Rossini added a comment - 06/Mar/09 01:48 PM
@Smiley: this also affects scripts which die due to heap-stack collision; try this:

list test;

default{
state_entry(){
test=[llGetKey()];

while(TRUE){ test+=test+test; }
}
}

put this into an object, then shift-drag the box around. After few repetitions I got the one of the scripts to clock at 5.5ms (others were around .6ms which is what I'd expect).

NOTE I've not read the whole thread so if someone else reported this, I apologise, just going by Smiley's list. Not sure if this is a new, or separate condition but I'd expect a dormant or "dead" script to take a bit less time than 5.5ms


Ann Otoole added a comment - 07/Mar/09 12:39 AM
Well with these tools we have it is impossible to determine what is happening.

Post disabled scripts restart:
Estate manager top scripts screen shows 1040 scripts for 6.9 ms.
Statistics bar shows 5989 scripts for 17.2ms

About 30 minutes later the statistics bar shows 3750 scripts and 19ms.

Over the course of a day the lag builds and builds along with scripts in the statistics bar.

It appears to me that when avatars teleport in and then teleport out they are leaving their AO's, mysti tools, scanners, and a million badly behaving script time intensive prim attachment resize scripts behind running orphaned in sim memory.

But we have no way to tell since we cannot see the scripts avatars carry in. This is a security violation to not have an estate manager tool to observe avatar script activity btw. Idiots can go from sim to sim carrying hundreds of bad scripts leaving them running in memory and we can't see them nor can we see who depositied them in the sim. This condition needs to be corrected. We need to see all scripts in sim and carried by avatars in the sim so if we see someone carrying a huge load we can AR them.

And why such a difference between the estate scripts window and the statistics bar data? Does anyone know?

So At the moment I get to spend hours a day cleaning up after LL sim code that has no GC subsystem to cleanse off orphaned scripts. After the disabled scripts restart it is necessary to go around the sim resetting all the scripts of various types because they no longer function correctly after such a restart.

This defect needs immediate attention.

I won't hold my breath. After all LL staff and execs gets paid whether the grid and it's economy fails or not.


ellen spark added a comment - 07/Mar/09 02:14 AM
I strongly agree with Ann about the scripts that avatars are wearing should definitely show on the top scripts list when they are in your sim.
An avatar can be wearing scripts that can be devastateing your sim performance or can actually wear a script to purposely devastate your
sim performance to greif the sim and we need a way to determine it. It creates an opening for a greifing exploit by not being able to view
these script times. I know many ppl that have disabled scripts for visitors in their land settings to stop avatar script abuse, but this also
ruins it for the avatars that are visiting that are not abuseing server resources and are just trying to enjoy second life.

Argos Hawks added a comment - 07/Mar/09 03:45 AM
Ann,
The estate manager top scripts screen is showing the number of scripted items, not the number of scripts. The statistics bar actually shows the number of scripts, and does include the scripts that avatars are wearing. I agree that we need to have the avatar attachments included in the top scripts window. It would really help us track down a lot of problems. Even if all of an avatars attachments were listed in one entry in that window, it would help a lot. The statistic bar's script time entry also includes the avatar attachments.

One odd thing that I've noticed is that sometimes the total script time listed in the Top Scripts window is higher than the script time listed in the statistics window. Is the Top Scripts time showing the amount that the scripts are actually taking, or the amount that they would be taking if the sim wasn't throttling them down.


ee oh added a comment - 07/Mar/09 04:32 AM - edited
ghost scripts or not, avatars attachement or not..
fact is that scripts running before at 0.1 ms are now at 9ms.. growing with time..

they don t need to be ghost to become so slow and making the total so heavy..


TigroSpottystripes Katsu added a comment - 07/Mar/09 04:57 AM
I think it would be better if the data avaiable to estate managers were also avaiable to the owner of the respective scripts, and when(if?) attachments start showing for estate owners, the owners of the attachments should also be given the ability to check that data as well, otherwise people would have to guess how much resource their attachments are consuming and be under the mercy of estate managers ( there would be potential for people being falselly accused, and also people being punished for somthing they had no idea was going on )

Ilana Debevec added a comment - 07/Mar/09 06:13 AM
anyone else notice this 'un-jira'ed note on the 1.25.6 release notes?
https://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Server/1.25

"Fix a performance-lagging problem that occurs when the apache2 process on a sim is overloaded "

things that make you go Hmmmmmmmmmmm.


Darien Caldwell added a comment - 07/Mar/09 09:58 AM
I brought this up at Periapse Linden's Office Hours yesterday. He looked it up and had this to say:

[2009/03/06 15:55] Periapse Linden: Ok, it is now assigned to Andrew (Linden)
[2009/03/06 15:55] Periapse Linden: he has observed some weirdness in a session with QA Dan (Linden)
[2009/03/06 15:56] Periapse Linden: basically "objects with PENDING_OP_DELETE set are not getting deleted"
[2009/03/06 15:56] Periapse Linden: so it appears that some scripts are truly not getting deleted when they should be
[2009/03/06 15:56] Periapse Linden: and this isn't just a metrics flaw

So patience everyone, they are working on it!


Psi Merlin added a comment - 07/Mar/09 02:34 PM
Coming soon in 1.26

"Include avatars in the list of "top scripts" in estate tools"

see http://wiki.secondlife.com/wiki/Release_Notes/Second_Life_Beta_Server/1.26.

I've tested this on Aditi and you get one line per agent showing the combined time for their attachments.


telexa gabardini added a comment - 09/Mar/09 10:23 AM - edited
I just figured i would share this screen shot of my stat bar here from ten minutes after the 1.25.6 server deployment. I see im not the only one here complaining of high script times on the sims. There is another place to post info about that, SVC-3819 "Top Scripts" in estate tools is inaccurate. Please post info there they havent imported it or assigned it yet and the posting of the first one started the day after this one.
dilation 0.47
FPS 21
Agents 6 yet im the only person on the sim
Script time 23.6ms, this sim should see no higher then 3.0ms

Darien Caldwell added a comment - 09/Mar/09 01:17 PM
That is likely due to them adding more reporting statistics, and your viewer doesn't yet know how to interpret them. I was already seeing this issue using viewer 1.21 with server 1.25. It is likely they have added even more. In doing so the statistics don't line up with what the viewer expects anymore.

What the viewer is showing as Script Time is actually a new statistic called "Total Frame Time" or something to that effect. I could be wrong, but I suspect that is what you are seeing.


BETLOG Hax added a comment - 09/Mar/09 02:18 PM
@telexa
You appear to be misinterpreting the stats a little.
1 main agent indicates one person actually in the sim.
5 child agents indicates 5 agents either connecting/disconnecting or able to see into the sim from a neighboring one.
http://wiki.secondlife.com/wiki/Statistics_Bar_Guide

Total frame time is at least 22ms since some weeks ago, even though the other frame times probably don't sum to that number... It's probably like Darien said, and just a display anomaly until the "Spare Time" statistic is in mainstream viewers. (note the comment on that in the above link, at the end of the page).

Your statistics image as posted does look pretty horrible however. Script and physics times being as high as they are i'd suggest looking for runaway vehicles, or people using volumedetect scanners as part of a hud.
...But lets not digress from topic.


telexa gabardini added a comment - 21/Mar/09 12:45 PM
Whats the status here with this and SVC-3819 ? No coments since the 9th.

@ Darien and BETLOG, sure i bought that for the first day, so to speak however i seriously doubt that is whats happening. BETLOG , thanks on the child agent thing though guess you still can learn new things here. Never looked into that before!

still getting ghost scripts, still have script times off the damn chart, still have tenants leaving due to lag and constant restarting of the sims, even after they read this and SVC-3819 , still cant understand why this and SVC-3819 are not fixed yet.


alice klinger added a comment - 23/Mar/09 02:37 AM
I would like to comment to picture 6 because that is what happened to me personally.
It happened when I tried to rightclick and take a scripted item. It did not end up in my inventory.
Instead, it disappeared. This happened with 2 other items shortly in a row, so I called our Estate owner Ellen Spark. The scripts though stayed there as she spotted and captured with this screenshot.
Since I often take items and rez back, to move and refresh vendors, chances are high alot ghosted scripts can be found in and around our store. Hopefully, this can be fixed soon. Ellen deserves a reward for this I think, because this basically affects the whole grid, and reporting it properly was long overdue IMHO.

kayla kaminski added a comment - 02/Apr/09 05:44 PM
Has this issue been buried then?? An update would be nice, Lindens!

ellen spark added a comment - 10/Apr/09 05:01 PM - edited
Just an update, the ghost script prolbem has become worse, this time i included 6 screenshots of 6 of them on the same sim.
I have not removed them so they can possibly be diagnosed, I will be removeing them within 5 days.
I am now haveing a prolbem keeping up with removeing them all the time. I hope there is a solution in the near future.
I cant keep cleaning up my sims of these scripts.

As you can see , just these 6 ghost scripts are useing up almost one full millisecond of server script time, its a huge
waste of server resources.


DBDigital Epsilon added a comment - 10/Apr/09 06:33 PM
Ellen, when you remove them do you use the "disable all scripts and collisions then restart" trick to clear them? Or are you finding that they are only are cleaned by using the top scripts tools? I have been using the previously recomeneded trick which seems to be working. But I was wondering if you were finding effective in your case?

ellen spark added a comment - 11/Apr/09 04:30 PM
@ DB
The only way I have found to safely remove them now is by selecting the script in the top scripts debug menu and clicking on the "Return Selected"
button. I have found that is the only proper way to remove them at this time.
The "disable all scripts and collisions then restart and enable after restart " trick causes undesireable effects on some of the valid scripts on the sim
it mainly it disrupts some of the vendor scripts on the sim and causes some of them to malfunction some people here have noticed it had some effects
on permissions too, I have not experienced any permissions prolbems the times I have tried that method of attempting to remove them.

Tiberius Pfeffer added a comment - 11/Apr/09 07:50 PM
I'm in charge of 6 regions atm and I'm really deeply concerned that this thread seems to be abandoned. LL seem to have forgotten about this issue. Let's make them fix it.

TB


Harleen Gretzky added a comment - 11/Apr/09 07:56 PM
@ellen
When you return the objects, do the owners actually get something returned to them?

Cheshyr Pontchartrain added a comment - 12/Apr/09 09:28 AM
I do not believe this is actually a bug. A mysterious problem with rogue scripts that Linden Lab is seemingly incapable of fixing. The solution? Break their word and institute memory restrictions on every sim on the grid, as opposed to the promised script restrictions only on OpenSpace and Homestead regions.

I know this sounds like a conspiracy theory, but that does not mean it isn't right. Last year Linden Lab did the same thing. They introduced a bug which generated faulty metrics, then used that data to justify a massive price increase on OpenSpace sims, causing many land owners to abandon property they could not sell.

The rogue script bug smells of the same tactics.


Darien Caldwell added a comment - 12/Apr/09 10:12 AM
If you scroll way, way up to my last post, you would see that LL has already found the issue and plans to fix it. I'll post it again for those new to the issue:

I brought this up at Periapse Linden's Office Hours yesterday. He looked it up and had this to say:
[2009/03/06 15:55] Periapse Linden: Ok, it is now assigned to Andrew (Linden)
[2009/03/06 15:55] Periapse Linden: he has observed some weirdness in a session with QA Dan (Linden)
[2009/03/06 15:56] Periapse Linden: basically "objects with PENDING_OP_DELETE set are not getting deleted"
[2009/03/06 15:56] Periapse Linden: so it appears that some scripts are truly not getting deleted when they should be
[2009/03/06 15:56] Periapse Linden: and this isn't just a metrics flaw

A later followup meeting they said the issue was going to be fixed in 1.27 along with the new Scheduler for Mono memory, however now that plans to introduce the scheduler have been scrapped, I don't know how this will effect the rollout of this particular fix.

People should know by now that given the long release queue LL has, it takes about 6 months for any fix to any particular bug to be rolled out, once it's solved. So just have patience.


Cheshyr Pontchartrain added a comment - 12/Apr/09 11:02 AM
What I know is that Linden Lab is responsible for this issue, that it affects every sim on the grid, and that a reasonable, ethical, responsible solution would have been to rollback the broken server code until the fix was found.

Frans Charming added a comment - 12/Apr/09 12:00 PM
@Cheshyr, that assumes that it is fixed with a role back, this bug could have been there for a long time, and I would strongly oppose rolling back to say for instance 2007 server code.

For that matter I would oppose any roll back for a bug with a low impact overall.


ellen spark added a comment - 12/Apr/09 12:13 PM
@ Darien
This is a rather critical issue, a 6 month wait for it to be resolved is highly unaceptable.
The entire grid is affected by this bug and people are spending many hours all the time trying to track down and clean their sims of these scripts to stop the performance losses. It is increaseing server loads, , createing higher bandwith usage and causeing losses in performance for everyone here.
How critical something is should be directly related to how fast it gets fixed, if this was a bug for failing L$ tranactions or a bug stopping people from buying any land
I am sure a team from Linden Labs would be working on it non stop till it is resolved and it would be fixed in under 24 hours.
I am not expecting it to be resolved in 24 hours, but to wait 6 months for it to be resolved is absurd.
I have probably have spent as much time tracking down, removeing these ghost scripts and addressing this JIRA as Linden Labs has spent working on the fix for it.

Andromeda Quonset added a comment - 12/Apr/09 12:27 PM
If it is going to take 6 months to fix, then perhaps everyone's tier payments should be suspended for the duration. Actually, if the fix takes 3 months, everyone's tier payment should be suspended. Or if the fix on an issue this critical is to take 1 month, everyone's tier should be suspended. Oh wait! It's been more than a month already!

I occasionally hear from support that my island is unstable because it has over 9,000 scripts. Perhaps if this was fixed, the metrics wouldn't show that many scripts.


Gordon Wendt added a comment - 13/Apr/09 01:02 AM
Chesyr, they're already planning to do that at least partially with the implementation of user based script limits in which each av gets a pool of memory for their attachments and possibly with this extending to their objects on land (although the latter hasn't been confirmed). The attachment limitations that have been announced and I believe LL are currently developing the tools for are going to be grid-wide I think.

kayla kaminski added a comment - 13/Apr/09 09:53 AM
Well, i manage over 130 sims and believe me this is no picnic. We have many unhappy owners to put it mildly.

Cheshyr Pontchartrain added a comment - 14/Apr/09 10:32 AM - edited
@Gordon
I'm not sure what your reply actually means. What I said is that this script limit directly breaks a promise made last year. That the proposed restrictions on scripts would ONLY affect Homestead and Openspace regions. Now Babbage Linden and others have broken their word and stated point blank that every sim on the grid will be given limits based on how much land you own. This is not speculation, and it is confirmed. Babbage announced it in his office hours.

That announcement has caused unknown harm, as I have no idea which if any of my own products will be affected. I do know that content providers will have a LOT of technical support calls when it goes live, because products will fail to rez and we will be blamed for Babbage's decision. I might feel better if we had even a vague idea of how much memory/prim will be allowed. The rumor that's being spread is 1 script per 6 prims a parcel supports. If so, every sim on the grid is doomed, so I hope that's just a bunch of hot air.


Darien Caldwell added a comment - 14/Apr/09 04:33 PM
I don't know who made a promise that script limits would only affect homesteads, but they were wrong. Script Limits were being discussed as early as June 2008, Long before the Openspace Debacle even occured. At that time it was discussed as being for the whole grid, and that has never changed.

TigroSpottystripes Katsu added a comment - 14/Apr/09 05:05 PM - edited
perhaps two different topics are being mistaken as a single one? are you really sure the limitations that would only apply to homestead and void sims are the same one that are being planned on being implemented everywhere?

Darien Caldwell added a comment - 14/Apr/09 08:51 PM
Yes, it's the same. You can read the original (and very long) thread on the Mailing list archive here, which started when the limit plan was revealed in a prioritization survey LL offered: https://lists.secondlife.com/pipermail/secondlifescripters/2008-June/003166.html

A quick summary of it is in this post by Kelley Linden from that thread:

https://lists.secondlife.com/pipermail/secondlifescripters/2008-June/003188.html


Cheshyr Pontchartrain added a comment - 15/Apr/09 06:53 AM - edited
@Darien: "I don't know who made a promise that script limits would only affect homesteads, but they were wrong."

The who was M Linden, CEO of Linden Lab. And he was not wrong; he was lying. During the huge fiasco that was the Openspace price increase, M Linden wrote a public letter stating that Openspace and Homestead regions would be limited, but full sims would not be changed. This is clearly a lie.

That is not, however, the subject of this JIRA. The relevance between the two cases is simply this: the ghost-script problem MUST be resolved before going forward with proposed script restrictions. Otherwise residents will be penalized for something Linden Lab did, and griefers will create ghost scripts deliberately with the intention of shutting down sims.


Harleen Gretzky added a comment - 15/Apr/09 07:26 AM
Don't know what letter you are talking about since you provide no link, but the letter from M Linden on Openspace and Homesteads does not say that A Letter to Second Life Residents. Neither does the blog on script limits from Jack Linden About the Homestead Launch and Script Limits.

DBDigital Epsilon added a comment - 15/Apr/09 04:39 PM
I am a bit late in responding but:

@ellen
Thankfully the disabling of the scripts and restarting has not been a issue for me. I do know that others have had issues. In my case it is difficult (if not more than) to search oh say 8,000 scripts for ghosts. If they taking a lot of script time and standing out, that is one thing.

@Chesyr, I agree it does seem odd that they don't fix such issues. :/ Seems like they should halt everything till such a BAD bug is fixed. Why they don't is very odd. They are alienating their clientel by doing this, unless they have a reason for doing so. But they have showed slowness in other areas when they should be moving heaven and earth to fix it......odd indeed.


ellen spark added a comment - 15/Apr/09 07:09 PM
I now see that we can view the script time avatars are useing , but there is a prolbem, and a bad one.
We can only see the total script time an avatar uses, but not the names of the scripted objects and their individual times.
We have no way of knowing which object they are wearing is causeing the prolbem. So when we see a visitor with a very
very high script time, what do we do ?

Do we im them and tell them I dont know what scripted item you are wearing that is useing excessive server resources,
so could you please start takeing off all of your scripted items and huds ?

Do we use the region controls and just send them home , telling them sorry i dont know what you are wearing thats useing too much
server resources, but if you can figure it out on your own , you can come back.

Do we start makeing abuse reports for abuse of resources on a poor person who is totally unaware of their high script times,
when we cant even detirmine what it is ?

Or do we just start turning off all scripts for visitors to the sim ?

We cant even help them by letting them know how to solve their high script time prolbem.
I can see many people being sent home from sims , fustrated and upset, not knowing how to properly resolve their high
script time prolbem.

This can ruin the experience for many sl residents, none of them are really aware of their script times of their attachments or huds.


Ann Otoole added a comment - 15/Apr/09 07:22 PM
@ellen - First off IM them and ask if they have resize scripts in their attachments. There is a version of resize scripts around that uses 0.250 msec per attachment. That adds up fast.

And yes it will be a lot of educating that has to be done. But most people have been badgered into the arc is evil arc is bad must ban anyone with over 100 arc so a lot of people are simply going to be AR griefed for something they are unaware of. LL built this problem so LL needs to step up and commence the education process. LL needs to not only add the visibility of script time and memory usage to avatar displays so we can see it but they need to add a parcel or sim render cost to the viewer so we can begin avoiding awful builds like most of the mainland because they are poorly done and cause lag. In addition we need a way to turn off the sky and water polygons to get rid of the windlight polygons lagging all the viewers to high heaven.

Good luck. LL just throws the sharks in the pool. Up to us to saddle them up and tame them and deal with the fallout and collateral damages so start blogging and notecard spamming.


ellen spark added a comment - 15/Apr/09 10:29 PM
@Ann - only being given a totall number value like you get from ARC or Avatar top scripts for the avatar is about the poorest diagnostic
value you can give someone, It does not show you what you need to correct the prolbem, it just labels the situation as good or bad.
Little options are left to correct the prolbem unless you just want to fast track the situation and treat the person with no more respect
than a bad prim or bad script. If i need to im someone about their high script times, I really need to know exactly what is causing the prolbem,
not that i have to get involved with a long question and answer session with them needing to look up all their (worn) objects and spending who knows how
long, finding out what they can keep and what they cant , so they can get their script time to an acceptable level, this is not practical to do.
Keep in mind , there are many inexperienced people in sl on this topic, we need to be able to easily direct them to the prolbem, having a diagnostic
session with them is a very difficult task. Its better we have the right answers to solve the issue with them rather than be only a little less clueless
then they are...lol

OR ...

They could dedicate two cpu's to every full sim instead of one, that would work too.....lol


Hewee Zetkin added a comment - 15/Apr/09 11:58 PM
Then again, some (particularly the experienced) users may not WANT you easily knowing what scripted attachments they are wearing, but if you let them know they are too demanding for your sim, they might gladly use their own knowledge to ease the burden. So where's the balance? Do we need a new privacy option for hiding attachment details or something? A basic simple number per avatar sounds like a good start to me, even if it may not be perfect in the long run. I think we need some more thought and design to go into a final solution if we're going to demand better resolution.

ayutth Aya added a comment - 16/Apr/09 02:12 AM
it s totally off topic to speak about attachements here and how to handle them in the future..

ellen spark added a comment - 16/Apr/09 09:19 AM
@ayutth
Scripted attachments are very on topic for this JIRA for those of us who are trying diagnose and solid repo this bug.
Please review the posts and Image Attachments numbers 2,4 5,6 7, 8 and 9 that show many of these ghost scripts
that are remaing on the sim are from attachments that an Avatar was wearing while visiting the sim.
It is very important that we can observe better what is going on with scripted attachments and why do their scripts
remain running on the sim after the avatar is long gone. Linden asks us to try to provide solid repos to help determine
the cause of the prolbem, therefore is IS important to this jira that we can better view activity of attachments that contain scripts.
What i do see here as very off topic and very out of line and very disrespectfull is Cheshyr Pontchartrain calling M Linden a liar
and complaining about the Openspace price hikes in this JIRA. I am very suprised those posts were not removed by LL,

ayutth Aya added a comment - 16/Apr/09 10:24 AM
ok.. i need to find the real topic what shmu abdallah and other have noticed, ghost scripts are not all the trouble,
it s one thing, but not only the heaviest..

Schmu Abdallah added a comment - 03/Mar/09 01:21 PM
i dont know how you could not pick up this up in testing..?!
every homestead owner i have spoken too has noticed the same, script times are anywhere from 5x to 20x times higher then they used to be, affecting sim fps and time dilation.
turning off scripts and restarting the sim did fix it for me but only one time, after the next restart by LL it went back to bad.
if i do it again now it does not help anymore. sometimes i see a simple (unused) poseball in the top scripts using up to 3ms!

so if someone know who opened a jira about that and not only about ghost scripts i d be happy to be directed there..

thx


Sugarcult Dagger added a comment - 16/Apr/09 11:45 AM
this might be off topic if so i'm sorry, but i saw that attachments were a part of the problem and i'm guessing that would be a re-sizer script and the use of them is on the rise and if i understand why they are used so much was so the designers could make things no mod so their designs don't ripped off and copied and give a person a way to not look like a dork or have to re-adjust body parts to make something fit, so when people buy things they are thinking "cool i suck at editing now i don't have to" not how is this going to impact a persons sim, people learned about avatar rendering costs why not this problem and what they can do to help but i'm sure i'm talking about something you all know about and i know nothing of scripting but couldn't the designers write lower lag scripts? cuz i really think that type of script is'nt gonna go away, in the long run i think it might help with the attachment problem, as i see it i think just about everyone wears one at some point and this might not have anything to do with this topic so please dont think me stupid for this but that i'm trying to help and might not have understood.

Thanx


Harleen Gretzky added a comment - 16/Apr/09 11:57 AM
Further complicated by the fact that when something is ripped and copied it is usually done in a way that it becomes full perms, so this does nothing to protect them, Yes, the re-sizer script is not copied, but the copies can be resized the old way.

Sugarcult Dagger added a comment - 16/Apr/09 01:26 PM - edited
true, but most don't wanna spend the time on the old way now that they can just touch whatever and get a re-size menu and the designers can keep the item no mod so it can't be edited the old way when it 's set that way as far as i know because without the script they r still a no-mod items. just script what needs to be so it can fit and leave the rest unscripted if teh need for a script is felt , but more and more r using them and a comment was made what do u do with people who want to come on your sim, you could give them a list of what not to wear or u like detached or brought on to your sim, like some of the RP sims do, it's not like ur asking then to never wear it again, just not on ur sim. i would think most would understand and u don't have to deal with the hassle of sending IM's to everybody, i think what people need to know once the item is set use the delete button and git rid of the scripts and how much it would help, but i know the arguement to that would be, if i want to put it on an alt or i get a no mod shape it won't fit right, i don't know if Torley or someone has made a video about this, i think that would really b a real help.

Thanx


TigroSpottystripes Katsu added a comment - 16/Apr/09 01:55 PM
why resizer scripts would be so laggy? and why can't they be disabled when not in use? and can't they be made to be less resource intensive?

Harleen Gretzky added a comment - 16/Apr/09 02:10 PM
Seems a lot of them put a script in every prim. There are some that only use one script and they are much less resource intensive.

DBDigital Epsilon added a comment - 16/Apr/09 02:44 PM
That is very true. Many of the new "morphing" products change from one shape to another and require scripts in every prim to do this. The more scripts the more resource intensive unless disabled after the morph/change. I have seen changes in the last hmm oh 3 or 4 sim serve updates (since mid January or so) where sim boundry crossings are now much less smooth with such items than they use to be. In fact now if I wear certain huds I always go walking off into space for some time before I "rubber band" back to the point of entry just on the other side of the sim boundry. I take off the hud in question and no problem crossing just the usual oh 1 or 2 second "bump" when going from one sim to another.

Ann Otoole added a comment - 16/Apr/09 02:55 PM
Harleen is quite correct. I discovered the horrible resizer scripts after 2 weeks of constant script sluething in my sim to figure out where all the time was being used. The issue is most people incapable of or unwilling to learn to manually size an attachment are clearly not going to comprehend this issue. The results will not be pretty.

In addition even the well behaved resizer scripts will add to time and memory usage when they are literally not necessary.

It is the designers that need to stop putting scripts in attachments unless it is clearly needed. This includes color and texture changer scripts. So what it takes more prims or a scripted vendor? If you can't afford to be in business then you can't afford to be in business period. Buy the prims/parcel you need or downsize your available stock of merchandise. Put it all on XStreet till LL sees this and starts charging a fee for people listing more on XStreet than they have out for sale in world.

I am as guilty as anyone else for falling for the "products must be scripted out the kazoo to be competitive" myth. I now script only for artistic effect. All of the stuff that has been resize/texture/color scripted in the past is probably going to become obsolete real soon now when people cannot even use it. There will be much anger and the anger will be redirected to Linden Lab so they best have an educational program in place before they roll out the limits.

I am concerned that scripting for artistic effect will be destroyed by Linden Lab. This concern will remain in place until Linden Lab proves it won't by way of getting the code onto aditi so we can evaluate it and provide feedback. This will include having complex region configurations set up for parcel and avatar script limit testing.

But as for this JIRA issue that LL needs to address yesterday, these stupidly written resizer scripts, texture/color changers, AOs, Huds, who know what the purpose is scripts all wind up being left behind in the sim memory when people leave so the sim has to be restarted daily. Waiting 6 months for this to be fixed represents utter incompetence IMHO.


TigroSpottystripes Katsu added a comment - 16/Apr/09 03:16 PM
hm, how about using a main script to manage things, and if speed is required, use multiple scripts, but all in the root and use llSetLinkPrimitiveParams when necessary, shutting down the changing scripts N seconds after the last use or when the user says they've finished tweaking for the moment ? (having them all in the root will remove the necessity of even having little scripts running on each attachment to turn scripts in the attachments on and off)

ellen spark added a comment - 16/Apr/09 07:45 PM
@Hewee

I understand what you are saying about privacy, but allowing sim owners to view the individual object names script times for the attachments avatar's
are wearing is not really a privacy issue currently. The current "strip search" feature linden provides for everyone to use , makes privacy reguarding being
able to view object names and their script times of avatar attachments a non issue.

There is more privacy by allowing only sim owners and sim managers to view object names and script times of Avatar attachments on only their sims for
performance and diagnostic reasons then the Inspect feature ( strip search of avatar attachments , which any resident , without any reason has permission to do ).

If you are not aware of the Inspect feature, please try it out, right click on an any avatar's attachment and then click Inspect from the pie, you will get the name of the
object , the name of every prim in the object, the owner's name, the creator(s) name(s) and the creation dates, while in this mode , just keep left clicking all over the
Avatar on any attached objects and you will every last detail on that attached object , execpt for the script time and attachment point. Anyone can basicly strip search
any avatar of the objects they are wearing, so currently, there is no privacy.


Andromeda Quonset added a comment - 17/Apr/09 12:59 AM
In the sub-thread about managing the scripts in attachments, it seems to me that if a multi-prim attachment has scripts in several of the child prims, and if it is desirable to suspend the scripts in the child prims from a script in the root prim (or some other prim in the link set), then we are in need of a new LSL function. I would propose in the very least an llSetLinkScriptState which functions similarly to llSetScriptState, but which effects the script according to the specified link.

Along with llSetLinkScriptState, there are some companion functions that would also be desireable:

llGetLinkScriptState
llLinkResetOtherScript


TigroSpottystripes Katsu added a comment - 17/Apr/09 07:29 AM
create an entry on Jira for those functions and gimme the link to vote for them

Harleen Gretzky added a comment - 17/Apr/09 07:51 AM - edited
llSetLinkScriptState: SVC-105
The rest: SVC-3300

TigroSpottystripes Katsu added a comment - 17/Apr/09 08:02 AM
thanx

ellen spark added a comment - 10/Jun/09 04:14 PM - edited
This issue has just gone from bad to horribly worse....
Now ghost scripts are present on the sim , but no longer show in the top scripts list and CAN NOT BE REMOVED now.
The only way you now notice the script is is still running even though it no longer shows on the list is if the script messages the owner , resident or visitor.
This is currently happening on Long Beach the object " female poseball " messages resident " Alice Klinger " every few seconds.
The script is ghosted and also does not show on the top scripts list, even after many refreshes and a region restart.
If I restart Long Beach so that the region goes offline the messages stop, this shows the script is still present and running on the server.
The messages restart as soon as the region comes back online and fully connects.

THIS IS NOW AN EXTREMELY SERIOUS ISSUE .

If any LL employee is monitoring this JIRA, can you please find a way to remove the script from the ghosted object " female poseball " owned by " Alice Klinger"
Thank you,
Ellen

*Update, the object was just returned today with an object went offworld notification, so I am not exactly sure what the glitch was.


Dante Linden added a comment - 10/Jul/09 11:07 AM
Does anyone have steps to reproduce this? Or, at this time, can someone list a region that has a ghosted script?

ellen spark added a comment - 10/Jul/09 11:34 AM - edited
@Dante

The only way you might possibly repo this is to cause an avatar that is wearing many scripts to have a viewer crash.
90 % of these ghost scripts on the sims are a result of an avatar haveing a viewer crash, and their scripts remain
running on the sim even after they have been logged out by the system after they crash. Look on busy sims, for scripts
located around 0/0/0 or way up in the sky these are the most repetitive locations, you have to start beaconing the scripts,
go there, and make sure that is is not an alpha transparent prim. Finding them would be much easier if we could sort
the top scripts position coloum by the z position, right now the coloum can only be sorted by the x position.
If you can do that it would be more helpfull for diagnostics.


ellen spark added a comment - 23/Jul/09 07:08 AM
Hi everyone, after 50 hours of checking multiple sims I can now verify that this issue no longer is happening.
This was an isue with the 1.25 simulator software which for some reason now seems to be totally resolved
under Second Life Server 1.27.0.127440, therefore, I will now be marking this issue as resolved. And I would
like to thank everyone for their support and comments on this issue

Ellen


mosseveno tenk added a comment - 31/Jul/09 04:56 AM
Ellen, you sure about that? I am still finding ghost scripts. I still do the scripts-off restarting protocol to purge them, which works in all but one of my sims.

ee oh added a comment - 31/Jul/09 05:12 AM
same for me.. on 700 nearly 100 scripts to much..

ellen spark added a comment - 31/Jul/09 05:41 AM
Yes, I am positive, I just cleaned sims yesterday, any random script that was left behind by an avatar crashing
or scripts that were in any location I checked all had a prim there, Make sure that you have highlight transparent
on when you are at the beaconed prim location, so you are not fooled by a transparent prim, and be sure its not
a fast moveing prim, like the fast moveing scanner prims Phenom Huds send out , ( the past moveing scanner prims
that Phenom huds send out will have moved before you get to the beaconed location, so it may appear to be a ghost script
when it is truely not. The scanner prims for that hud will show up on your top scripts list as Azora Sim Grid. It does become
an issue when objects send out prims that do not have the same name of the object that created it, its an issue throughout sl.
If you go to a location of a script that appears to be ghosted, refresh your top scripts and if that script shows that it is not in the
same location anymore, it was a temp or fast moveing prim, so do be sure to check for that.. If you do truely find a ghosted script
get a picture post it here , and comment on it and include the location, do not return the script, allow Linden to go see it first
so we can truely make sure this bug is no longer reproduceable.

mosseveno tenk added a comment - 31/Jul/09 01:59 PM - edited
here is one i found (and deleted, will keep the next one i find) this morning. the script is almost a year old, so it has survived numberous scripts off restarts, which i do weekly and have greatly improved performance in most of my sims. I am not at all satisfied that this is fixed.

http://www.flickr.com/photos/14310679@N05/3774831187/


ellen spark added a comment - 31/Jul/09 02:21 PM
To help anyone who is trying to diagnose if they truly have encountered a ghost script , I will list full diagnostic procedures here.

You have beaconed a script in your top scripts and have arrived at that location, only to find out, you see no visible object there.
Do you have a ghost script ?
Please check the following to diagnose this issue:

First : Highlight Transparent in your view menu, if you now see the object at the end of the beacon, you do not have a ghost script
you have a scripted prim with a transparent texture.

Second: Go to edit mode, draw a selection box ( select by surrounding) around the location of the script, if it selects an object it is a tiny prim,
or possibly an iinvisiprim and not a ghost script

Third: Refresh your top script list, is the suspected ghost script still in the same location ? If not, it is a fast moving prim that has already
moved before you were able to reach the beaconed location ( like the scanner prims that are sent out from a Phenom hud avatar
attachment, you will only see them on the top scripts list by looking for scripts called Azora Sim Grid , unfortunately we have no flag
on child prims that were rezzed by a parent prim to be able to determine what object was responsible for creating the child object/prim,
this is still quite an issue here in sl ), or it was a temp object that has "died" before you arrived at the location and you do not have a
ghost script.

Fourth: Open your Region/Estate menu and now disable all script on the sim.First note the exact location of the suspect ghost script. Now
restart your sim. Return to the exact location of the suspect script ( you can not beacon the location from the top scripts list, the script
is no longer running ) if you now see a prim or object it contains an invisiprim script in it and is not a ghost script, if you still do not
see anything at the location, go back to the second step here and try drawing the selection box around the area ( select by surrounding)
if a prim is now selected, it is usually a tiny invisiprim, and you do not have a ghost script.

Fifth: You truly have a ghost script. Please take a screenshot and upload it here and add a comment here listing the sim name , the script
name, the ( x,y,z ) location of the script, and any other relevant information you can provide. Pleas do not remove the ghost script, please
allow someone from Linden Labs to investigate it further.

Thanks
Ellen

Note : the sim cleaning routine that some people are doing currently I do not recommend. You can damage scripts/objects and it gives you a false
result at first when you re-enable scripts after the restart, When you re-enable scripts on the sim, you need to wait quite a while for the server to
report the stats accurately, not all scripts start as soon as you re-enable scripts , there is a build time till they are all at their stable levels, keep in mind
some scripts do communicate with other scripts and outside sources, resources and servers. So dont be fooled by lower script numbers and shorter
script times, come back an hour later and check, when everything has pretty much stabilized.


BETLOG Hax added a comment - 31/Jul/09 08:15 PM
Also:
1) Go RIGHT up to where the offending object is supposed to be.
Some sensor array nodes VERY small, like 0.0003m across... yes, about 1/3 of a millimetre. So unless you are really looking, or better yet; right on top of it and actually edit-selecting the supposedly empty space... you wont find such small prims.
Nor will you find megaprims unless you edit-select with Tools > select by surrounding turned OFF, and have a sufficiently large drawdistance to allow you to select the megaprim.... in many cases you simply cannot. So you certainly won't see it.

2) Advanced > rendering > fast alpha > OFF
With fast alpha on, my graphics does not render (as red) any transparency based on 100% alpha textures.
Totally Transparent : bd7d7770-39c2-d4c8-e371-0342ecf20921
totallyclear : f54a0c32-3cd1-d49a-5b4f-7b792bebc204
and probably TEXTURE_TRANSPARENT


DBDigital Epsilon added a comment - 08/Aug/09 10:27 AM
Something interesting I discovered recently that may or may not be related to the ghost script issue (but it sure looks like it). Someone had 1 prim showing in the about land tool that I could not find. The parcel in question is the entire sim in size (Galaxy Aft). On a hunch I looked at the top scripts and I did find something by this person. However when I beconed it, nothing was there. Thinking that this was a case of a ghosted script and different from the prim I was searching for I returned it via the top scripts window. When I did the prim in question disapeared.

Now what is intersting is the script was for a bed pose ball. And where the beacon lead me there was a bed in that location over a year ago. So it was not a case of a scanning prim moving around the sim why I didn't see it when I went to the beacon. It would appear that the prim can be totally invisable yet still there with the script. Or at least still show in the about land as a prim. And has been this way for a long time.

This makes the situation much worse as we are always looking for more prims. In hindsight I wish I had kept it, for LL to inspect.

-DB


ellen spark added a comment - 08/Aug/09 11:13 AM
@ DB

Its too bad you deleted it.
Most likely the poseball was left behind in the hide mode when the bed was taken. Most poseballs have a show and
hide mode, if it is in the hidden mode, you should be able to see the poseball when you are in the highlight transparent mode.
Its most likely not a ghost script and the prim was still present there. Usually to have a poseball show again when it is
currently in the hide mode, you say one of the following in open chat, while you are within chat range, or just shout it.
"show " , " / 1 show ", " /2 show "," /7 show "," /8 show " or " /9 show ", (without the quotes) these are the most common ones
some poseballs may be set to a different private channel, respond to owner only or respond to a different command. The beds and the poseballs
are not linked, so it is quite easy to "take" the bed back into invertory or delete it, and forget about the poseballs , if they
are in their hidden mode.


DBDigital Epsilon added a comment - 08/Aug/09 12:33 PM
Actually it was not "in the hidden mode" as highlight transparent would have shown this. Or even if it was using the system texture to be truly invisiable, using the about land, clicking on the person in the objects menu will highlight it, which it did not. In any case, this was not the reason.

The pose ball was part of a bed, a sexbed with a menu system and this particular system does not have a "hide mode" for the balls anyway. Rather when you turn it off, it derezes the ball in question. So again this is not the reason. I already checked for such instances of what you suggested. It was obviously a case of something not working properly on the server side. The lindens can still examine the saved state of the sim (if they do so today). Though I doubt they will as most consider this issue "fixed". Which is better yes, but clearly not 100% "fixed".

-DB


ellen spark added a comment - 06/Sep/09 10:30 AM - edited
I am currently reopening this issue, I have verified that this issue still exists.
Ghost Scripts now appear to be mainly a result of
" Script from avatar attachment is not being removed when the Avatar is removed by the system after the Avatar crashes "
I am unable to be sure if that is true yet, but it appears to be.
I will be posting further updates .

For Linden :

Please send a tech to look at the following sim:

http://slurl.com/secondlife/Starlight%20Beach/190/130/22

look at all top scripts owned by MzTeNnaKeY Queenstown and beacon them

Check the Parcel Object Tab on parcel " Starlight Beach SVC-3867 Bug "

click on refresh list on that tab and see what happens.

Please check it as soon as possible, I am keeping the land not for sale so you may research the bug.


ellen spark added a comment - 08/Sep/09 09:40 PM
Update :
I restarted Starlight Beach and the restart cleared all the ghosted scripts ( unlike in the past , where they still remained after a restart )
Unfortunately if a tech has not looked at the sim yet, it would be best to go to the saved backup of the sim if they would like to investigate
why this occured since the scripts have now been cleared.