Server Bugs

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Intermittent incorrect online status and IM failures (“Session Initialisation has timed out”)
Summary: Users are incorrectly shown as offline to each other while actually being online and co-located. This results in failed instant messages and inability to initiate chat sessions. Description: Multiple users are experiencing an issue where avatars appear offline to each other despite being visibly present in the same region. This prevents IMs from being sent or received and causes chat session failures. In some cases, sending an IM will suddenly update the avatar’s status from offline to online, suggesting a delay or failure in presence/status synchronisation. Error Message Observed: "Unable to start chat session with (AVATAR NAME) The Session Initialisation has timed out" Steps to Reproduce: Two avatars log in and stand in the same region Observe that one or both appear offline in the friends list Attempt to initiate an IM IM fails with session timeout error In some cases, sending an IM updates status to online Frequency: Intermittent but frequent (reported by multiple users over several months) Impact: Prevents communication between users Disrupts social interaction and events Particularly problematic in live environments (e.g. clubs, roleplay, group coordination) Additional Notes: Issue occurs even between users on the same local network/IP Reported by multiple unrelated users across different locations Appears to be a server-side presence or messaging issue rather than client-specific Request: Please investigate presence synchronisation and IM session initialisation, as this issue significantly impacts core communication functionality.
1
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needs info
Simulator occasionally halts scripts on region handoff when they have collision and/or llSleep()
I first became aware of this when I noticed my aircraft weren't going into "taxi" mode on landing. It was hard to chase down the origin of this behavior, but I eventually discovered that a script containing collision_start()/land_collision_start() event handlers was being TURNED OFF on region crossing... but only on rare occasions. I might cross 20 borders without this happening, or even 50 or more. It seems like it's more likely to happen in certain areas, such as the stretch of sims starting just south of Santa Catalina and continuing east across the Blake Sea to that giant four-sim airport in the Norwegian area. I suppose if they're homestead sims, that could explain why that particular area seems more susceptible to it. That has been by far the most reliable place for reproducing this bug. I grepped all of the scripts in the whole object for llSetScriptState() calls. There are none. (No reason there would be in the first place.) I found that removing an llSleep() call just after a collision_start() event caused the rate of the script halting to be greatly reduced. I theorize that the chain of events is something like this: Vehicle crosses sim border. Occasionally, this causes a spurious collision_start() or land_collision_start() event. (This happens well up in the air, obviously, so it isn't a "real" collision. Probably a race condition between the vehicle and avatar entering the sim in some stochastic order.) Something about the invocation of llSleep() when the vehicle is still actively being handed off fritzes something in the simulator; and it responds by halting the script, OR by failing to return control after llSleep()'s time has elapsed. Whatever the cause, the script's "Running" checkbox is disabled, and it is quite inert.
16
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in progress
Auto-return time setting is misleading over no-object-entry parcels
Following this closed thread: https://feedback.secondlife.com/ldpw/p/there-should-be-no-instant-autoreturn-protected-land-anywhere The root of the problem is that failed region handoff often unsits avatars from vehicles, OR it breaks the sit camera + controls so that they have to stand up and re-sit in order to regain control of the vehicle. When the vehicle is over a no-entry parcel, it's returned within seconds, even though the auto-return time may be minutes long. This is a common setting in water sims that were put there specifically for vehicle navigation, so you can see how this behavior is at cross purposes with the intended use of the sims in question. It's also confusing to users to have a visible setting that is functionally meaningless. It was suggested in the forums that this is for gray goo mitigation. I propose two possible solutions (either/or): Gray goo works by recursively self-rezzing objects. Track how many generations have passed since the object was rezzed by an agent. (Call that "telomeres," same idea.) If that number is 0, then don't instant-return it over no-entry land. If an agent was seated on the object when it entered the region, then it obviously isn't gray goo by itself (there is no realistic way to do "gray goo" if each object has to have a "rider") so don't instant-return it over no-entry land. #1 is more robust, but also somewhat more difficult if you want the information to cross sim borders. #2 is probably easier, as the information lifecycle is single-region. Either solution would mean that the autoreturn time would be accurate, and that vehicle operators would stop being repeatedly penalized for region handoff bugs.
2
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tracked
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