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Key: SVC-4454
Type: Bug Bug
Status: Open Open
Priority: Normal Normal
Assignee: Unassigned
Reporter: Vulpine Eldrich
Votes: 7
Watchers: 1
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2. Second Life Service - SVC

Sitted Avatars 'ghosted' by losing contact with a vehicle are not removed from the prim settings

Created: 29/Nov/08 05:51 PM   Updated: 25/Jun/09 01:24 AM
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Component/s: Physics, Scripts
Affects Version/s: 1.24 Server
Fix Version/s: None

File Attachments: 1. Text File PoseballGlitch.txt (1.0 kB)

Environment:
Second Life 1.21.6 (99587) Oct 14 2008 17:42:25 (Second Life Release)
Release Notes

You are at 232676.9, 262155.4, 300.4 in Caledon Cay located at sim2079.agni.lindenlab.com (216.82.16.84:13001)
Second Life Server 1.24.9.98659
Release Notes

CPU: Intel Core 2 Series Processor (2399 MHz)
Memory: 3326 MB
OS Version: Microsoft Windows Vista Service Pack 1 (Build 6001)
Graphics Card Vendor: NVIDIA Corporation
Graphics Card: GeForce 8800 GTS/PCI/SSE2
OpenGL Version: 2.1.2

libcurl Version: libcurl/7.16.4 OpenSSL/0.9.7c zlib/1.2.3
J2C Decoder Version: KDU
LLMozLib Version: [LLMediaImplLLMozLib] - 2.01.19923 (Mozilla GRE version 1.8.1.13_0000000000)
Packets Lost: 6654/555333 (1.2%)
Issue Links:
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 Description  « Hide
If there are numerous avatars sitting on a vehicle, lag and sim crossings will often cause one or more of them to lose connection with the vehicle- sometimes with second life totally. When this occurs, it will leave a 'ghost' that may or may not disappear. This ghost setting actually stays as part of the prim's settings, and I can find no way to clear it. To see what I mean....

Take a generic physical vehicle. (My friend used the scripts/sounds from the Hot Dog, a giant flying hot dog freebie. It goes all into one prim, and is commonly used.) Add the script included into four or five poseballs and attach them to the vehicle.

Set up a computer with multiple copies of sl- three, four, five... however many it takes so that the avatars can move (with patience) but not handle a lot of input. Seat them all on the poseballs. Sit on the flight poseball yourself (you are on a separate system!) and now fly the vehicle through several sims, across sim boundaries. Push it a bit, and before long you will lose one or more of the multiple copies. They 'ghost'.

Now, the poseball which has lost the ghost will report that it is having problems whenever a link change event occurs. It will give the key of the person who left and try to reset itself. (The reset fails.) It will also give you the key of the person in question when you touch it.

If that person returns, it is possible that they will teleport directly onto the poseball and replace their ghost. But if not, and they are nearby, they will get requests to animate their avatar whenever the script runs the link change event handler (among other things, every time someone gets on or off the vehicle.)

The script illustrates that llAvatarOnSitTarget is still returning the ghosted key. The llSensor event, however, does NOT find the person. The no_sensor event tries to fix it by using llUnSit (without success) and by resetting the script totally (again, without success).

I have also tried clearing and changing the sit target using llSitTarget. No success.

You can unlink the poseball from the vehicle, and it will still have the key recorded in it (somewhere!)

You can link it to another vehicle or object. It is still there.

Taking the poseball into inventory and re-rezzing it (either by itself or as part of the vehicle) will fix the problem- the incorrect setting will be gone.

Is there any other way to fix this problem besides taking the offending object into inventory?

(Note- as of this writing, I have three poseballs in this state at the location mentioned above. I unlinked them from the vehicles.)



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Vulpine Eldrich added a comment - 30/Nov/08 12:35 PM
If I use the shift-drag shortcut to create a copy of one of these broken poseballs, the original poseball still returns the ghosted key. However, the copy that is created in its original place will NOT return an incorrect key- it will be a null key, as it should be.

Vulpine Eldrich added a comment - 13/Dec/08 01:16 PM
The three poseballs mentioned in the original description later returned a null key to me. Since I hadn't touched them, I assume a sim restart wiped the bad data. They have been deleted, though more could be created if need be.

The "solution" I created with the original vehicle that caused me to find this was to create a set of scripts which would delink the broken poseball, rez a new good one, link and reposition it, etc. This forces everyone off of the vehicle when it happens (due to the unlinking), but it was the best I could do... for now.