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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0008260||opensim||[REGION] Scripting Engine||public||2017-11-01 08:16||2018-08-24 12:26|
|Target Version||Fixed in Version|
|Summary||0008260: Scripts count not decremented when script deleted inside object|
|Description||The Active Scripts count is not updated when a script is deleted from a prim.|
|Steps To Reproduce||Rez a prim, make a new script.|
=> Active Scripts count increments.
Delete script (not the prim).
=> Active Script count do not decrement.
Delete the prim.
=> Active Script count still not decrements.
Your region script count is now incorrect by one. Only restart will clear.
|Additional Information||Places where Active Scripts count may be seen :|
- Viewer Statistics Window
- Monitoring Module (http://sim_ip:sim_port/monitorstats/region_uuid [^])
ScriptStopStrategy is co-op (0.9 default)
|Tags||No tags attached.|
|Git Revision or version number|
|Run Mode||Grid (1 Region per Sim)|
|Environment||Mono / Linux64|
|OpenSim has no fingers, how do you expect it to count well??|
|Using its toes ?|
|Nahh.. gave it 2 fingers...|
|Fixed in fcb8b2a|
Tron Mcp (reporter)
edited on: 2017-11-08 04:54
i know this behavior too (but from 08x), that deleted scripts in Prims, seems to survive.
You can test if you take the prim and click "reset scripts". Only if you get the message "there were no scripts to reset" you can trust.
I found a way to fix it, if i dont delete a running script.
First i open the script and remove the "run" sign.
Then i reset the script, and open it again.
if the "run" is off (sometimes it hangs) then i delete the script.
Now the prim ist clean and will show the " no script to reset" if you try again to reset allscripts in Prim.
If you dont delete script this way you have no chance to remove ghost scrits afterwards. (beside using a database Manager, removing the script Assets, then export and import the region)
We saw this problem in Sims that showed 1200scripts when starting the sim, but we were absolutely shure that less then 400 real scripts were at the sim.
In Database Manager i found "old states" and "deleted" scripts. After killing them, sim worked much better - and no wanted script was lost.
But why this ghosts happend was a mysterium.
One posibility was the use of my firework.
A rocket rezzer that rezzes rockets, that fly physical (with own script), and independent into sky, and after firework deletes themself with llDie. The (mesh)Prims were deleted, but the scripts in the rockets seems to get zombees
edited on: 2017-11-27 11:47
Well, not fixed yet.
If deleting a script manually inside an object actually decrements script count, deleting by script doesn't. Do this :
- Rez a cube
- Look at the statistics window
- Press New script
Script count increments
llSay(0, "Script running");
Script count stays.
If you are lucky, you will see the counter decrement then quickly increment. Repeating the operation 2 or 3 times should be enough to observe the -- ++ behaviour.
Unable to replicate this on current OpenSim Master.
Script count tested with Singularity Alpha 1.8.7 / Firestorm 5.1.7
|2017-11-01 08:16||JeffKelley||New Issue|
|2017-11-01 12:38||UbitUmarov||Note Added: 0032392|
|2017-11-01 14:51||JeffKelley||Note Added: 0032393|
|2017-11-08 01:14||UbitUmarov||Note Added: 0032400|
|2017-11-08 01:21||JeffKelley||Note Added: 0032401|
|2017-11-08 04:47||Tron Mcp||Note Added: 0032403|
|2017-11-08 04:48||Tron Mcp||Note Edited: 0032403||View Revisions|
|2017-11-08 04:54||Tron Mcp||Note Edited: 0032403||View Revisions|
|2017-11-27 11:47||JeffKelley||Note Added: 0032465|
|2017-11-27 11:47||JeffKelley||Note Edited: 0032465||View Revisions|
|2018-08-24 12:26||Fly-Man-||Note Added: 0032877|
|2018-08-24 12:26||Fly-Man-||Status||new => assigned|
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