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[BUG-4084] Mesh car starts to bounce like pinball after sim crossing. #12458

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sl-service-account opened this issue Oct 5, 2013 · 10 comments
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@sl-service-account
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sl-service-account commented Oct 5, 2013

Steps to Reproduce

Well, i was just driving over mainland roads(this is an usual measure when it comes to release new mesh car, sort of stress test). After certain crossing my car started to bounce like crazy, jumping high in the sky like basketball, then falling down, bouncing off the road and launching back in the sky, increasing the height of the "jump" with every rev.
Then after getting reports from customers I started to investigate the issue. First time I was blaming my scripts, but ended up with having only one function that applies any force to the car(yet it does so over local X axis, so there's no chance it can hurl car into the sky), so it appears to be some external intervention.

Actual Behavior

I got multiple reports from customers about this issue, starting around 1st Sept, 2013.

Some of my mesh cars are starting to bounce like pinball(bouncing off surfaces) after crossing sims. Sometimes it happens at every crossing, and sometimes it happens about 1 of 5 times.

Expected Behavior

Well, everything was pretty alright during this summer, so I expected it to work fine. We had another mesh car released around late May 2013, and it was fine till the Fall, but last month we started to get that bouncing issue even with that one.

Other information

There were some viewer updates since first time we got this issue, so it is likely not a viewer-side.

Edit: This issue appears to be unique to MONO-compiled scripts. It doesn't happen with LSL-compiled scripts.(19th Oct. 2013).

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Original Jira Fields
Field Value
Issue BUG-4084
Summary Mesh car starts to bounce like pinball after sim crossing.
Type Bug
Priority Unset
Status Accepted
Resolution Accepted
Reporter BeckHan Ra (beckhan.ra)
Created at 2013-10-05T06:31:31Z
Updated at 2014-11-10T18:09:22Z
{
  'Business Unit': ['Platform'],
  'Date of First Response': '2013-10-05T03:09:17.716-0500',
  "Is there anything you'd like to add?": 'There were some viewer updates since first time we got this issue, so it likely not a viewer-side.',
  'System': 'SL Simulator',
  'Target Viewer Version': 'viewer-development',
  'What just happened?': 'I got multiple reports from customers about this issue, starting around 1st Sept, 2013.\r\n\r\nSome of my mesh cars are starting to bounce like pinball(bouncing off surfaces) after crossing sims. Sometimes it happens at every crossing, and sometimes it happens about 1 of 5 times.',
  'What were you doing when it happened?': 'Well, i was just driving over mainland roads(this is an usual measure when it comes to release new mesh car, sort of stress test). After certain crossing my car started to bounce like crazy, jumping high in the sky like basketball, then falling down, bouncing off the road and launching back in the sky, increasing the height of the "jump" with every rev.\r\nThen after getting reports from customers I started to investigate the issue. First time I was blaming my scripts, but ended up with having only one function that applies any force to the car(yet it does so over local X axis, so there\'s no chance it can hurl car into the sky), so it appears to be some external intervention.',
  'What were you expecting to happen instead?': 'Well, everything was pretty alright during this summer, so I expected it to work fine. We had another mesh car released around late May 2013, and it was fine till the Fall, but last month we started to get that bouncing issue even with that one.',
}
@sl-service-account
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Whirly Fizzle commented at 2013-10-05T08:09:18Z

Heya BeckHan,

Please can you pass a copy of your affected car to Maestro Linden and Caleb Linden.
Name your car "BUG-4084 repro object" or similar.

Maybe another case of BUG-3990?

@sl-service-account
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BeckHan Ra commented at 2013-10-05T11:43:21Z

Sure, I will send the affected car now.

@sl-service-account
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BeckHan Ra commented at 2013-10-07T07:57:28Z, updated at 2013-10-07T07:59:15Z

Ok, I contacted Aeon Voom(person who submitted BUG-3990, (it was quite tricky since I had no idea who and when did it, since we're not granted the permission to monitor other people's issues on jira)), it appears that we have similar issue here.
Investigation showed that after crossing the sim border, values in llSetVehicleFloatParam and llSetVehicleVectorParam somehow are getting over-written with zeros(0.0000000), causing wrong behaviour(can't track the exact time when it happens, since we don't have something like llGetVehicleFloat/VectorParam function, but I believe it happens during inter-sim scripts transfer). I made a workaround for it, over-wiriting the vehicle parameters with proper values after each sim crossing, but it works quite cheesy, since there's some time passing before my parameters correction module kicks in, so during this time vehicle acts badly, usually ending up flipped upside down or being launched in the sky.

Here's the way I have it atm:

setParams()
{llOwnerSay("fixing parameters");
llSetVehicleType(VEHICLE_TYPE_CAR);
llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_EFFICIENCY, 0.01);
llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_EFFICIENCY, 0.01);
llSetVehicleFloatParam(VEHICLE_ANGULAR_DEFLECTION_TIMESCALE, 0.05);
llSetVehicleFloatParam(VEHICLE_LINEAR_DEFLECTION_TIMESCALE, 0.01);
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_DECAY_TIMESCALE, 0.1);
llSetVehicleFloatParam(VEHICLE_LINEAR_MOTOR_TIMESCALE, 0.55);
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_TIMESCALE, 0.2);
llSetVehicleFloatParam(VEHICLE_ANGULAR_MOTOR_DECAY_TIMESCALE, 0.1);
llSetVehicleVectorParam(VEHICLE_LINEAR_FRICTION_TIMESCALE, <99999.000, 0.0, 999999999.0> );
llSetVehicleVectorParam(VEHICLE_ANGULAR_FRICTION_TIMESCALE, <9999.0, 0.0, 99999999999.0> );
llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_EFFICIENCY, 0.1);
llSetVehicleFloatParam(VEHICLE_VERTICAL_ATTRACTION_TIMESCALE, 10.5);
llRemoveVehicleFlags(VEHICLE_FLAG_HOVER_WATER_ONLY | VEHICLE_FLAG_HOVER_TERRAIN_ONLY | VEHICLE_FLAG_HOVER_GLOBAL_HEIGHT);
}

default
{
state_entry()

{/////////////codecodecode\\\\\\

setParams();}

changed(integer change)
{////////////codecodecode\\\\\\\\

if(change & CHANGED_REGION)
{setParams();}

///////////////codecodecode\\\\\\\
}
///////////////codecodecode\\\\\\\
}

@sl-service-account
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Caleb Linden commented at 2013-10-07T21:21:32Z

Hi BeckHam,

Thanks for the object.

  • I have tried driving with this thing, but the car started see-sawing as soon as I turned on the key and bouncing off the ground at high elevation.
  • You can also get the vehicle to bounce just by turning it to physical, which is curious.
  • In my case, I didn't have to cross the region to see the symptoms

I wanted to see if the object that you sent us was already in the 'bouncy' state

@sl-service-account
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BeckHan Ra commented at 2013-10-08T06:13:26Z

Yes, the object I sent you has that bug activated, the copy was taken right after sim crossing.
I will send you another two, named
"BUG-4084 repro object Clear" - the clear version;
"BUG-4084 repro object Workaround" - the version with my workaround applied so you can see how it works for yourself.

@sl-service-account
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Caleb Linden commented at 2013-10-08T22:07:58Z, updated at 2013-10-09T00:35:52Z

New observation with "BUG-4084 repro object Clear":

  • When you cross region from one that allows "Build" for everyone to one that has it restricted for group members only (where I am not a member), the vehicle starts to bounce

  • The region cross where the 'bounce' started happening was from Fillip to Brindle

  • On a regular Kart 1.0 I also observed serious rubberbanding

    When the issue happens after the region cross what do you see is the difference between the parcels that the vehicle is transitioning from and to?

@sl-service-account
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BeckHan Ra commented at 2013-10-09T09:30:23Z

Well, it doesn't really matter what region it is. If the bug not happened first time, it will happen next time, or on 3rd.
Driving this vehicle now, here some crossing results(going by mainland roads):
Bodega->Davenport - BAD(got the bug, had to return and re-rez the vehicle in Bodega);
Bodega->Bolinas - GOOD(went just smooth);
Bolinas->Bodega - BAD(got that bug, ended up launched off sim before i managed to turn physics off, relogged to SL);
Bodega->Bolinas - GOOD(went just smooth);
Bolinas->Hooper - GOOD(went just smooth);
Hooper->Bolinas - BAD(got the bug, got launched into walled parcel, got my vehicle returned);
Hooper->Bolinas - GOOD(returned back to Hooper by foot, rezzed the clean vehicle there);
Bolinas->Bodega - GOOD(went just smooth);
Bodega->Davenport - GOOD(went just smooth);
Davenport->Noyo - GOOD(went just smooth, but Noyo runs at 10-20 FPS atm, and it's painfully slow to drive here);
Noyo->Davenport - GOOD(went just smooth);
Davenport->Bodega - GOOD(went just smooth);
Bodega->Bolinas - BAD(got no "bounce" issue, but vehicle steering got super-sensitive(see BUG-3990)).

@sl-service-account
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Maestro Linden commented at 2014-08-25T17:05:39Z

Hi BeckHan, would you mind if this issue were set to public visibility, so others may see it?

@sl-service-account
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BeckHan Ra commented at 2014-08-28T15:52:49Z

Yeah, it's okay, there's nothing to hide(sorry for late response).

@sl-service-account
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Whirly Fizzle commented at 2014-08-28T17:52:34Z

Changed issue to Public.

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