fix: Critical timer bug preventing script installation continuation
PROBLEM: Timer was immediately turned off after each script installation - Line 328: llSetTimerEvent(0.0) killed timer after every installation - Only first script would install, then process would stop SOLUTION: - Only turn off timer when NOT updating - Let installNextScript() manage its own timing - Properly stop timer in completeUpdate() and handleUpdateError() - Now all 18 scripts should install sequentially This fixes the '1 script installs then stops' bug
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1 changed files with 8 additions and 3 deletions
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@ -241,12 +241,13 @@ completeUpdate() {
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llRegionSayTo(targetGameKey, UPDATER_CHANNEL, "UPDATE_COMPLETE|" + UPDATER_VERSION);
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}
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// Reset state
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// Reset state and stop timer
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currentOperation = "";
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targetGameKey = NULL_KEY;
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updatePin = 0;
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scriptList = [];
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currentScriptIndex = 0;
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llSetTimerEvent(0.0); // Stop the timer
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llOwnerSay("💡 Update complete! You can now delete this updater box.");
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llSetText("🎉 Update Complete!\nYou can delete this updater box\nThank you for updating!",
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@ -262,12 +263,13 @@ handleUpdateError(string error) {
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llRegionSayTo(targetGameKey, UPDATER_CHANNEL, "UPDATE_FAILED|" + error);
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}
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// Reset state
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// Reset state and stop timer
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currentOperation = "";
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targetGameKey = NULL_KEY;
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updatePin = 0;
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scriptList = [];
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currentScriptIndex = 0;
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llSetTimerEvent(0.0); // Stop the timer
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}
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default {
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@ -324,8 +326,11 @@ default {
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// Continue with next script installation
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if (currentOperation == "updating") {
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installNextScript();
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// Don't turn off timer - installNextScript() will manage timing
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} else {
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// Only turn off timer if we're not updating
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llSetTimerEvent(0.0);
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}
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llSetTimerEvent(0.0);
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}
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touch_start(integer total_number) {
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