[BUG-7084] Prim properties visually revert to an earlier state since Interesting #14831
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Antony Fairport commented at 2014-08-22T10:33:47Z
Are you finding that, when you edit a "wrong" door, it assumes the wrong properties? In my tests so far (cf FS JIRA mentioned above) I'm finding that the wrong state appears to be client-side only (properties as seen from a script in the object differ from what's seen in-world on screen) until I select the object (or possibly prim, or just face – I've yet to test it that far) and then the object appears to take on the wrong state (and so properties as seen by a script inside the object then match what's seen in-world). |
Antony Fairport commented at 2014-08-22T11:41:49Z Following on from my comment in http://jira.phoenixviewer.com/browse/FIRE-14394 where I expand on what I've been seeing, I just had the same situation happen again. The lights went off in my workshop as the sun came up, I cammed out and then back in and they all appeared to be on. I called the scripts to report how they saw the properties and they all told that glow, bright and point light were all off even though they appeared to be on in-world. This time, rather than selecting them or bringing another avatar into the scene, I took the example from this report and changed group tags. That didn't appear to do anything, at least not right away. I then cammed out and back into the workshop and all the lights then displayed in-world such that they matched the properties that were reported by the scripts. So, right now, my experience seems to be:
Like with this report, and others, I'm still unable to recreate this at will with a very simple setup. |
Whirly Fizzle commented at 2014-08-27T08:33:02Z
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Whirly Fizzle commented at 2014-08-31T01:13:44Z
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Lassie commented at 2014-09-11T13:57:09Z This is also affecting the Mused Milk Made milk tanks. Full tank, transfer some milk out to another tank, turn around for a few minutes, turn back and it shows full again. Transfer some more out and it'll show the correct amount again until the tank goes out of view again. Relog fixes it until it hangs again, I haven't tested it with teleporting to another region and back. |
Whirly Fizzle commented at 2014-09-11T14:32:05Z To reproduce the problem with the Mused Milk Made tanks, you will need: 1 interesting based viewer, 2 tanks, the milk HUD and the boobs from http://www.musedcreamery.com/products/ The boobs produce milk at 0.19L/hr so if all the QA team get kitted out you should have enough milk to reproduce this within a few days :D |
Whirly Fizzle commented at 2014-10-03T01:29:07Z
Also ref: http://jira.phoenixviewer.com/browse/FIRE-14636 - Multiple Derezzed Objects Persists - Can Only Be Removed with Right Click |
AndreyK ProductEngine commented at 2019-04-09T16:13:32Z, updated at 2019-04-09T16:16:23Z Does this still repro? |
Anastasia Horngold commented at 2022-08-04T04:47:36Z We still get occasional reports of this in Firestorm support group, just as a data point. |
Since the viewer-interesting changes were added to the viewer, objects that change state via script often appear visually in the wrong state.
For example, an open door that is set to fully transparent with llSetAlpha will visually appear closed and opaque or an object scripted to be a switchable light using PRIM_GLOW, PRIM_FULLBRIGHT and PRIM_POINT_LIGHT will visually appear to be emitting light when the light is switched off and vice versa.
I have not been able to find a simple setup to reproduce this bug reliably unfortunately.
The repro below is the best place I have found to reliably reproduce this problem. This is a maze with doors that can be individually opened and closed by clicking on a scripted controller.
Steps To Reproduce
Teleport to http://maps.secondlife.com/secondlife/Cataclysm/182/170/27
On the ground you will see the scripted controller for the doors - see Fig 1 attached.
If you had to close any of the doors before starting to test, relog before testing.
Use the door controller to open some doors to set a path through the maze - an example of which doors to open is shown in Fig 2.
Walk down into the maze and walk or run around the path through the open doors a few times and observe whether the doors that should be open visually appear to be open and the doors that should be closed visually appear to be closed.
Doors that should be open but visually look closed can still be walked through.
Doors that should be closed but visually appear open cannot be walked through.
If you cannot reproduce this bug, walk back or cam onto the controller and open some more doors and try again.
If you are having problems reproducing this, please ask me to demonstrate it inworld, it is much easier to actually show you and explain on voice then to explain it here ;)
It is helpful when testing to have an alt logged in on a pre-interesting viewer so you can easily see the correct state of each door when testing.
The script used in each maze door is this:
Observed Behaviour
The observed behaviour is horribly erratic and very strange.
After changing the open/closed state of the doors, often they will appear visually in the wrong state - you are able to walk through a door that visually appears to be closed and unable to walk through a door that visually appears to be open.
Often all the doors will appear at first to be visually in the correct state as you run around the maze. However after running around for a few minutes, suddenly doors that previously were visually in the correct state will change to be visually in the wrong state - this is totally random and the state change can happen even up to 5-10 minutes later.
Often you will see a door that is showing the correct state switch states right infront of your eyes.
For example a door that you opened using the controller and correctly looked open on your first few runs around the maze will still appear correctly open as you turn a maze corner and it first comes into view but just as you are about to walk through the door, it will visually change to being closed right infront of you.
Once a door changes to an incorrect state like this, as you continue running around the maze path, this door will briefly flash its correct state each time it comes back into view.
This effect is really difficult to explain but hopefully you will see it.
See Demo Video at http://youtu.be/kK-ADRGeips
When a door is visually in the wrong state, editing the door does not correct its state.
When a set of doors are visually in the wrong state, changing your active group tag and moving camera a bit will often immediately fix all the doors and they will then appear in the correct state.
Expected Behaviour
Prim properties changed via script should not visually change to an incorrect state.
Other Information
Please note that even though this door script is using llSetAlpha, this bug is not the same as the known issue with llSetAlpha and llSetLinkAlpha - ref BUG-4380
This bug only reproduces on post-interesting viewers.
Please see http://jira.phoenixviewer.com/browse/FIRE-14394 for another example of this bug.
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