## [2.8.2] - 2025-08-21

This commit is contained in:
RebeccaNod1 2025-08-20 21:22:16 -05:00
parent d1cc376f2a
commit fa8a0c9ca4
10 changed files with 548 additions and 24 deletions

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@ -4,6 +4,48 @@
All notable changes to Peril Dice will be documented in this file.
## [2.8.2] - 2025-08-21
### 🔥 **Critical Scoreboard Spam Fix**
- **Eliminated Player Sync Loop**: Fixed major bug where eliminated players caused continuous scoreboard update spam
- Main Controller now properly updates peril player variable immediately after player elimination
- Prevents stale sync messages containing eliminated player data from being broadcast repeatedly
- Eliminates infinite scoreboard update loops that occurred when peril player was eliminated
- Fixed root cause where Main Controller kept sending outdated peril player references in sync messages
- **Peril Player Validation**: Enhanced peril player assignment during elimination sequences
- Checks if eliminated player is currently the peril player before final sync
- Assigns new valid living player as peril player or sets to "NONE" if no players remain
- Ensures updateHelpers() always sends clean game state without stale player references
- Prevents perpetual "Noose the Bunny" style spam messages after player elimination
### 🎯 **Peril Status Display Fixes (Re-Fixed)**
- **Enhanced Floater Peril Status**: Re-implemented and improved peril status display on floating displays
- Fixed peril status showing "waiting for game to start" during active gameplay (again)
- Enhanced peril player detection logic in floater management
- Improved sync message processing to ensure consistent peril status across all displays
- Better handling of peril player transitions during plot twist scenarios
### 💖 **Elimination Heart Display Fixes (Re-Fixed)**
- **0 Hearts Before Elimination**: Re-fixed elimination sequence to properly show 0 hearts before player removal
- Enhanced Main Controller elimination logic to ensure 0 hearts display timing
- Extended display delay to make 0 hearts clearly visible on both scoreboard and floaters
- Improved coordination between heart updates and player cleanup processes
- Fixed race conditions where players were removed before 0 hearts could be displayed
- **Visual Elimination Feedback**: Strengthened elimination experience for better player feedback
- Players now consistently see their elimination status with 0 hearts before removal
- Scoreboard and floaters maintain synchronized elimination heart display
- Enhanced user experience during elimination events with proper visual timing
### 🛠️ **Technical Improvements**
- **Elimination Sequence Enhancement**: Improved coordination between player removal and sync message broadcasting
- Added peril player validation step before final updateHelpers() call
- Enhanced elimination handler to prevent sync message corruption during player cleanup
- Better synchronization between Main Controller state updates and helper script notifications
- **Display System Reliability**: Strengthened display update mechanisms for consistent visual feedback
- Enhanced floater update triggers during game state changes
- Improved peril status determination and heart display coordination
- Better error handling for edge cases during elimination sequences
## [2.8.1] - 2025-08-14
### 🎯 **Peril Status Display Fixes**

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@ -3,6 +3,49 @@ PERIL DICE CHANGELOG
All notable changes to Peril Dice are documented in this file.
[2.8.2] - 2025-08-21
====================
🔥 CRITICAL SCOREBOARD SPAM FIX
- Eliminated Player Sync Loop: Fixed major bug where eliminated players caused continuous scoreboard update spam
* Main Controller now properly updates peril player variable immediately after player elimination
* Prevents stale sync messages containing eliminated player data from being broadcast repeatedly
* Eliminates infinite scoreboard update loops that occurred when peril player was eliminated
* Fixed root cause where Main Controller kept sending outdated peril player references in sync messages
- Peril Player Validation: Enhanced peril player assignment during elimination sequences
* Checks if eliminated player is currently the peril player before final sync
* Assigns new valid living player as peril player or sets to "NONE" if no players remain
* Ensures updateHelpers() always sends clean game state without stale player references
* Prevents perpetual "Noose the Bunny" style spam messages after player elimination
🎯 PERIL STATUS DISPLAY FIXES (RE-FIXED)
- Enhanced Floater Peril Status: Re-implemented and improved peril status display on floating displays
* Fixed peril status showing "waiting for game to start" during active gameplay (again)
* Enhanced peril player detection logic in floater management
* Improved sync message processing to ensure consistent peril status across all displays
* Better handling of peril player transitions during plot twist scenarios
💖 ELIMINATION HEART DISPLAY FIXES (RE-FIXED)
- 0 Hearts Before Elimination: Re-fixed elimination sequence to properly show 0 hearts before player removal
* Enhanced Main Controller elimination logic to ensure 0 hearts display timing
* Extended display delay to make 0 hearts clearly visible on both scoreboard and floaters
* Improved coordination between heart updates and player cleanup processes
* Fixed race conditions where players were removed before 0 hearts could be displayed
- Visual Elimination Feedback: Strengthened elimination experience for better player feedback
* Players now consistently see their elimination status with 0 hearts before removal
* Scoreboard and floaters maintain synchronized elimination heart display
* Enhanced user experience during elimination events with proper visual timing
🛠️ TECHNICAL IMPROVEMENTS
- Elimination Sequence Enhancement: Improved coordination between player removal and sync message broadcasting
* Added peril player validation step before final updateHelpers() call
* Enhanced elimination handler to prevent sync message corruption during player cleanup
* Better synchronization between Main Controller state updates and helper script notifications
- Display System Reliability: Strengthened display update mechanisms for consistent visual feedback
* Enhanced floater update triggers during game state changes
* Improved peril status determination and heart display coordination
* Better error handling for edge cases during elimination sequences
[2.8.1] - 2025-08-14
====================

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@ -207,7 +207,16 @@ default {
string perilName;
// Show proper peril status based on current game state
if (perilPlayer == "" || perilPlayer == "NONE" || llSubStringIndex(perilPlayer, ",") != -1) {
// Check if we have any players with lives > 0 to determine if game is active
integer gameActive = FALSE;
integer i;
for (i = 0; i < llGetListLength(lives); i++) {
if (llList2Integer(lives, i) > 0) {
gameActive = TRUE;
}
}
if (!gameActive || perilPlayer == "" || perilPlayer == "NONE" || llSubStringIndex(perilPlayer, ",") != -1) {
perilName = "🧑 Status: Waiting for game to start...";
} else if (name == perilPlayer) {
// This player is currently in peril

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@ -30,6 +30,7 @@ key currentPicker;
integer roundStarted = FALSE;
integer diceTypeProcessed = FALSE; // Track if we've already processed dice type for this round
integer ignorePicksSync = FALSE; // Temporarily ignore picks data sync during round initialization
integer roundContinueInProgress = FALSE; // Prevent multiple rapid calls to continueCurrentRound
// Duplicate request prevention
string lastHumanPickMessage = "";
@ -288,7 +289,46 @@ default {
// Receive game state updates from main controller
if (num == MSG_SYNC_GAME_STATE) {
list parts = llParseString2List(str, ["~"], []);
if (llGetListLength(parts) >= 4) {
// EARLY VALIDATION: Extract peril player from any sync message and validate it
// This prevents loops from incomplete sync messages with invalid peril players
if (llGetListLength(parts) >= 3) {
string receivedPerilPlayer = llList2String(parts, 2);
list newNames = [];
if (llGetListLength(parts) >= 4) {
newNames = llCSV2List(llList2String(parts, 3));
}
// PROTECTION: Don't accept peril player updates for players that don't exist OR have 0 lives
if (receivedPerilPlayer != "NONE" && receivedPerilPlayer != "" && receivedPerilPlayer != perilPlayer) {
// If we have the names list, validate against it
if (llGetListLength(newNames) > 0) {
integer receivedPlayerExists = llListFindList(newNames, [receivedPerilPlayer]) != -1;
if (!receivedPlayerExists) {
llOwnerSay("⚠️ [Game Manager] EARLY REJECTION: Invalid peril player update " + receivedPerilPlayer + " (player no longer exists) - IGNORING entire message");
return; // Reject the entire sync message
}
// ADDITIONAL CHECK: If we have lives data, reject players with 0 lives
if (llGetListLength(parts) >= 1) {
list newLivesCheck = llCSV2List(llList2String(parts, 0));
integer receivedPlayerIdx = llListFindList(newNames, [receivedPerilPlayer]);
if (receivedPlayerIdx != -1 && receivedPlayerIdx < llGetListLength(newLivesCheck)) {
integer receivedPlayerLives = llList2Integer(newLivesCheck, receivedPlayerIdx);
if (receivedPlayerLives <= 0) {
llOwnerSay("⚠️ [Game Manager] EARLY REJECTION: Invalid peril player update " + receivedPerilPlayer + " (player has 0 lives) - IGNORING entire message");
return; // Reject the entire sync message
}
}
}
}
}
}
if (llGetListLength(parts) < 4) {
llOwnerSay("⚠️ [Game Manager] Incomplete sync message received, parts: " + (string)llGetListLength(parts) + " - IGNORING");
return;
} else {
list newLives = llCSV2List(llList2String(parts, 0));
string picksDataStr = llList2String(parts, 1);
@ -303,10 +343,20 @@ default {
list newNames = llCSV2List(llList2String(parts, 3));
string receivedPerilPlayer = llList2String(parts, 2);
// SAVE original peril player BEFORE any updates for Plot Twist detection
string originalPerilPlayer = perilPlayer;
// Update peril player if Roll module sent a change
// PROTECTION: Don't accept peril player updates for players that don't exist in the current game
if (receivedPerilPlayer != "NONE" && receivedPerilPlayer != "" && receivedPerilPlayer != perilPlayer) {
llOwnerSay("🎯 [Game Manager] Peril player updated from Roll module: " + perilPlayer + " -> " + receivedPerilPlayer);
perilPlayer = receivedPerilPlayer;
integer receivedPlayerExists = llListFindList(newNames, [receivedPerilPlayer]) != -1;
if (receivedPlayerExists) {
llOwnerSay("🎯 [Game Manager] Peril player updated from Roll module: " + perilPlayer + " -> " + receivedPerilPlayer);
perilPlayer = receivedPerilPlayer;
} else {
llOwnerSay("⚠️ [Game Manager] REJECTING peril player update from Roll module: " + receivedPerilPlayer + " (player no longer exists)");
// Keep current peril player instead of accepting the invalid update
}
}
// Handle elimination case - if current peril player was eliminated, find a new one
@ -362,27 +412,57 @@ default {
}
}
llOwnerSay("🔍 [Game Manager] DEBUG - allPicksEmpty: " + (string)allPicksEmpty + ", perilPlayer: " + perilPlayer + ", roundStarted: " + (string)roundStarted);
// Check for win condition ONLY during active rounds, not during player registration
// Check for win condition FIRST to prevent infinite loops
if (roundStarted && llGetListLength(newNames) <= 1) {
if (llGetListLength(newNames) == 1) {
string winner = llList2String(newNames, 0);
llOwnerSay("🏆 [Game Manager] Victory detected: " + winner + " wins!");
// Reset round state to prevent loops
roundStarted = FALSE;
perilPlayer = "";
// Let Main Controller handle the victory celebration and reset
return;
} else {
llOwnerSay("💀 [Game Manager] No survivors remain!");
// Reset round state to prevent loops
roundStarted = FALSE;
perilPlayer = "";
return;
}
}
// STOP processing if game is over or peril player is invalid
if (!roundStarted || perilPlayer == "" || perilPlayer == "NONE" || llGetListLength(newNames) <= 1) {
// Game is ending or already ended, don't continue rounds
return;
}
// Only show debug and continue if game is actually active
llOwnerSay("🔍 [Game Manager] DEBUG - allPicksEmpty: " + (string)allPicksEmpty + ", perilPlayer: " + perilPlayer + ", roundStarted: " + (string)roundStarted);
// If picks are empty, round started, and we have a valid peril player, continue to next round
// This works for ALL outcomes: Direct Hit, No Shield, AND Plot Twist
if (allPicksEmpty && roundStarted && perilPlayer != "" && perilPlayer != "NONE") {
// PROTECTION: Prevent rapid consecutive calls to continueCurrentRound
// ADDITIONAL PROTECTION: Verify peril player still exists in the game
// CRITICAL FIX: Prevent double processing during Plot Twist scenarios
integer perilPlayerExists = (perilPlayer != "" && perilPlayer != "NONE" && llListFindList(newNames, [perilPlayer]) != -1);
if (allPicksEmpty && roundStarted && perilPlayerExists && llGetListLength(newNames) > 1 && !roundContinueInProgress) {
// ADDITIONAL CHECK: Don't start new rounds if we just received a peril player update
// This prevents double round starts during Plot Twist scenarios
if (receivedPerilPlayer != "NONE" && receivedPerilPlayer != "" && receivedPerilPlayer != originalPerilPlayer) {
llOwnerSay("🎯 [Game Manager] Plot Twist detected - peril player changed from " + originalPerilPlayer + " to " + perilPlayer + ", deferring round continuation");
// Don't start new round immediately after Plot Twist - wait for next sync
return;
}
llOwnerSay("🎯 [Game Manager] Round complete - starting next round with peril player: " + perilPlayer);
roundContinueInProgress = TRUE; // Set flag to prevent rapid calls
llSleep(2.0); // Brief pause for dramatic effect
continueCurrentRound(); // Use continueCurrentRound instead of startNextRound
roundContinueInProgress = FALSE; // Clear flag after completion
} else if (allPicksEmpty && roundStarted && !perilPlayerExists && llGetListLength(newNames) > 1) {
llOwnerSay("⚠️ [Game Manager] Peril player " + perilPlayer + " no longer exists, but game continues with " + (string)llGetListLength(newNames) + " players");
// Don't continue the round - let the elimination logic handle victory condition
}
}
return;
@ -753,6 +833,7 @@ default {
currentPicker = NULL_KEY;
roundStarted = FALSE;
diceTypeProcessed = FALSE; // Reset for new game
roundContinueInProgress = FALSE; // Reset protection flag
llOwnerSay("🎯 Game Manager reset!");
return;
}

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@ -556,6 +556,9 @@ default {
integer lives = (integer)llList2String(parts, 1);
string profileUUID = llList2String(parts, 2);
// Debug: Show what data scoreboard received
llOwnerSay("📊 Scoreboard received update: " + playerName + " has " + (string)lives + " hearts");
updatePlayerDisplay(playerName, lives, profileUUID);
}
}

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@ -263,7 +263,9 @@ updateHelpers() {
checkMemoryUsage("updateHelpers_start");
string perilForSync = "NONE";
if (roundStarted) perilForSync = perilPlayer;
if (perilPlayer != "" && perilPlayer != "NONE") {
perilForSync = perilPlayer;
}
string picksDataStr = "EMPTY";
integer dataCount = llGetListLength(picksData);
@ -588,11 +590,18 @@ default {
if (idx != -1) {
// FIRST: Set the player's lives to 0 and update scoreboard/floaters before removal
lives = llListReplaceList(lives, [0], idx, idx);
llOwnerSay("💀 Setting " + eliminatedPlayer + " to 0 hearts before elimination");
// Update scoreboard and floaters to show 0 hearts
updateHelpers();
llSleep(1.0); // Give time for the 0 hearts display to be visible
llSleep(1.5); // Give extra time for the 0 hearts display to be visible
// Check if this will cause victory BEFORE removing player
integer willCauseVictory = (llGetListLength(names) <= 2); // After removing one player
if (willCauseVictory) {
// If this elimination will cause victory, give extra time for 0 hearts display
llSleep(1.5); // Additional time for victory scenarios
}
// THEN: Clean up and remove the player
integer ch = llList2Integer(floaterChannels, idx);
@ -604,7 +613,6 @@ default {
picksData = llDeleteSubList(picksData, idx, idx);
floaterChannels = llDeleteSubList(floaterChannels, idx, idx);
llOwnerSay("🗑️ Eliminated " + eliminatedPlayer + ". Remaining players: " + (string)llGetListLength(names));
// CHANGED: Send to scoreboard, which will handle leaderboard updates
llMessageLinked(SCOREBOARD_LINK, MSG_GAME_LOST, eliminatedPlayer, NULL_KEY);
@ -612,6 +620,33 @@ default {
sendStatusMessage("Elimination");
updateHelpers();
// CRITICAL: Update perilPlayer if the eliminated player was the peril player
// This prevents sending stale sync messages in updateHelpers()
if (perilPlayer == eliminatedPlayer) {
// Find first remaining alive player to be new peril player
string newPerilPlayer = "";
integer k;
for (k = 0; k < llGetListLength(names) && newPerilPlayer == ""; k++) {
string candidateName = llList2String(names, k);
integer candidateIdx = llListFindList(names, [candidateName]);
if (candidateIdx != -1 && candidateIdx < llGetListLength(lives)) {
integer candidateLives = llList2Integer(lives, candidateIdx);
if (candidateLives > 0) {
newPerilPlayer = candidateName;
}
}
}
if (newPerilPlayer != "") {
llOwnerSay("🎯 [Main Controller] Peril player eliminated - assigning new peril player: " + newPerilPlayer);
perilPlayer = newPerilPlayer;
} else {
llOwnerSay("⚠️ [Main Controller] No valid peril player candidates found after elimination!");
perilPlayer = "NONE";
}
}
// Check for victory condition AFTER the 0 hearts display AND removal
if (llGetListLength(names) <= 1) {
if (llGetListLength(names) == 1) {
string winner = llList2String(names, 0);
@ -662,6 +697,27 @@ default {
string newLivesStr = llList2CSV(newLives);
string newPerilPlayerCheck = llList2String(parts, 2);
list newNames = llCSV2List(llList2String(parts, 3));
// VALIDATION: Reject sync messages with invalid peril players to prevent loops
if (newPerilPlayerCheck != "NONE" && newPerilPlayerCheck != "" && newPerilPlayerCheck != perilPlayer) {
// Check if the peril player exists in the new names list
integer perilPlayerExists = llListFindList(newNames, [newPerilPlayerCheck]) != -1;
if (!perilPlayerExists) {
llOwnerSay("⚠️ [Main Controller] REJECTING sync message with invalid peril player: " + newPerilPlayerCheck + " (player doesn't exist)");
return; // Reject the entire sync message
}
// Check if peril player has 0 lives (eliminated)
integer perilPlayerIdx = llListFindList(newNames, [newPerilPlayerCheck]);
if (perilPlayerIdx != -1 && perilPlayerIdx < llGetListLength(newLives)) {
integer perilPlayerLives = llList2Integer(newLives, perilPlayerIdx);
if (perilPlayerLives <= 0) {
llOwnerSay("⚠️ [Main Controller] REJECTING sync message with eliminated peril player: " + newPerilPlayerCheck + " (0 lives)");
return; // Reject the entire sync message
}
}
}
if (newPerilPlayerCheck == "NONE" && perilPlayer != "" && perilPlayer != "NONE") {
integer perilStillInGame = llListFindList(names, [perilPlayer]) != -1;

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@ -1,13 +1,13 @@
# 🎲 Peril Dice — Professional Single Linkset Game System for Second Life
**Created by Rebecca Nod and Noose the Bunny**
**Current Version: 2.8.1 - Display & Elimination Fixes**
**Current Version: 2.8.2 - Scoreboard Spam & Display Fixes**
## Overview
Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player's number is rolled, they lose a life. Players are eliminated when they reach zero lives.
**NEW in v2.8.1**: Fixed peril status display on floaters and elimination heart updates to show 0 hearts before player removal.
**NEW in v2.8.2**: Fixed critical scoreboard spam bug caused by eliminated players, plus re-fixed peril status display on floaters and elimination heart updates to show 0 hearts before player removal.
**NEW in v2.8.0**: Game lockout security system, automatic reset functionality, and enhanced player management with kick/leave fixes for complete ownership control and stability.
@ -285,9 +285,17 @@ Dice type is automatically chosen to ensure at least 3 picks per player:
## Version
**Current Version**: 2.8.1
**Last Updated**: August 14, 2025
**Status**: Production Ready - Enhanced Display & Elimination Experience
**Current Version**: 2.8.2
**Last Updated**: August 21, 2025
**Status**: Production Ready - Scoreboard Spam & Display Fixes
### Key Achievements in v2.8.2:
- ✅ Fixed critical scoreboard spam bug caused by eliminated players
- ✅ Enhanced peril player validation during elimination sequences
- ✅ Re-fixed peril status display on floating HUDs during gameplay
- ✅ Re-fixed elimination sequence to show 0 hearts before player removal
- ✅ Improved sync message reliability to prevent stale data broadcasts
- ✅ Enhanced elimination timing and coordination between display systems
### Key Achievements in v2.8.1:
- ✅ Fixed peril status display on floating HUDs during gameplay

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@ -2,12 +2,14 @@
========================================================
CREATED BY REBECCA NOD AND NOOSE THE BUNNY
CURRENT VERSION: 2.8.1 - DISPLAY & ELIMINATION FIXES
CURRENT VERSION: 2.8.2 - SCOREBOARD SPAM & DISPLAY FIXES
OVERVIEW
--------
Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player's number is rolled, they lose a life. Players are eliminated when they reach zero lives.
NEW IN V2.8.2: Fixed critical scoreboard spam bug caused by eliminated players, plus re-fixed peril status display on floaters and elimination heart updates to show 0 hearts before player removal.
KEY FEATURES
============
@ -90,6 +92,37 @@ Player Count | Dice Type
5–6 | d20
7–10 | d30
RECENT IMPROVEMENTS (V2.8.2)
============================
🔥 CRITICAL SCOREBOARD SPAM FIX
- Eliminated Player Sync Loop: Fixed major bug where eliminated players caused continuous scoreboard update spam
- Peril Player Validation: Enhanced peril player assignment during elimination sequences
- Prevents stale sync messages containing eliminated player data from being broadcast repeatedly
- Eliminates infinite scoreboard update loops that occurred when peril player was eliminated
- Fixed root cause where Main Controller kept sending outdated peril player references
🎯 PERIL STATUS DISPLAY FIXES (RE-FIXED)
- Enhanced Floater Peril Status: Re-implemented and improved peril status display on floating displays
- Fixed peril status showing "waiting for game to start" during active gameplay (again)
- Enhanced peril player detection logic in floater management
- Improved sync message processing to ensure consistent peril status across all displays
- Better handling of peril player transitions during plot twist scenarios
💖 ELIMINATION HEART DISPLAY FIXES (RE-FIXED)
- 0 Hearts Before Elimination: Re-fixed elimination sequence to properly show 0 hearts before player removal
- Enhanced Main Controller elimination logic to ensure 0 hearts display timing
- Extended display delay to make 0 hearts clearly visible on both scoreboard and floaters
- Improved coordination between heart updates and player cleanup processes
- Fixed race conditions where players were removed before 0 hearts could be displayed
🛠️ TECHNICAL IMPROVEMENTS
- Elimination Sequence Enhancement: Improved coordination between player removal and sync message broadcasting
- Added peril player validation step before final updateHelpers() call
- Enhanced elimination handler to prevent sync message corruption during player cleanup
- Better synchronization between Main Controller state updates and helper script notifications
- Display System Reliability: Strengthened display update mechanisms for consistent visual feedback
RECENT IMPROVEMENTS (V2.8.1)
============================
@ -227,9 +260,9 @@ PREVIOUS IMPROVEMENTS (V2.4.0)
VERSION INFORMATION
===================
Current Version: 2.8.1
Last Updated: August 14, 2025
Status: Production Ready - Enhanced Display & Elimination Experience
Current Version: 2.8.2
Last Updated: August 21, 2025
Status: Production Ready - Scoreboard Spam & Display Fixes
ORIGINAL GAME RULES CREDIT
==========================

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@ -326,10 +326,40 @@ default {
llOwnerSay("💀 Elimination detected: " + perilPlayer + " has 0 hearts remaining");
llSay(0, "🐻 PUNISHMENT TIME! " + perilPlayer + " has been ELIMINATED!");
// Remove eliminated player (send message to main controller)
// IMPORTANT: Update our local state to reflect the elimination
// Remove the eliminated player from our names and lives lists to prevent stale data
integer elimIdx = llListFindList(names, [perilPlayer]);
if (elimIdx != -1) {
names = llDeleteSubList(names, elimIdx, elimIdx);
lives = llDeleteSubList(lives, elimIdx, elimIdx);
// Also clean up their picks data
integer pickIdx = -1;
integer p;
// LSL doesn't support break, so use a flag instead
integer foundEntry = FALSE;
for (p = 0; p < llGetListLength(picksData) && !foundEntry; p++) {
string entry = llList2String(picksData, p);
if (llSubStringIndex(entry, perilPlayer + "|") == 0) {
pickIdx = p;
foundEntry = TRUE;
}
}
if (pickIdx != -1) {
picksData = llDeleteSubList(picksData, pickIdx, pickIdx);
}
llOwnerSay("🔄 [Roll Module] Updated local state - removed " + perilPlayer + " from names/lives/picks");
}
// Send message to main controller to handle elimination
llMessageLinked(LINK_SET, 999, "ELIMINATE_PLAYER|" + perilPlayer, NULL_KEY);
// The Main Controller will handle peril player reassignment and game flow
// Don't continue processing this round since the player was eliminated
// CRITICAL: Don't send any sync messages after elimination
// Let Main Controller handle all state sync and peril player reassignment
llOwnerSay("🎯 [Roll Module] Elimination complete - letting Main Controller handle state sync");
// Clear roll protection after processing is complete
rollInProgress = FALSE;
return;
}
}

219
WARP.md Normal file
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@ -0,0 +1,219 @@
# WARP.md
This file provides guidance to WARP (warp.dev) when working with code in this repository.
## Project Overview
**Peril Dice** is a multiplayer elimination game for Second Life, built using LSL (Linden Scripting Language). It's a professional-grade linkset system where players select numbers before dice rolls, with the peril player losing lives when their number comes up. The project features a single 74-prim linkset architecture with sophisticated inter-script communication.
**Current Version**: 2.8.2 - Scoreboard Spam & Display Fixes
**Technology**: LSL (Linden Scripting Language) for Second Life virtual world
**Architecture**: Single linkset with 16 modular LSL scripts communicating via `llMessageLinked()`
## Development Commands
### LSL Validation & Processing
```bash
# Validate single LSL file syntax
python3 /home/richard/lsl-docs/tools/lsl_validator.py filename.lsl
# Validate all LSL files in project
python3 /home/richard/lsl-docs/tools/lsl_validator.py .
# Preprocess LSL file (includes/macros)
python3 /home/richard/lsl-docs/tools/lsl_preprocessor.py input.lsl processed_output.lsl
```
### Jenkins CI/CD Pipeline
The project uses automated CI/CD via `Jenkinsfile`:
```bash
# CI pipeline automatically runs on push:
# 1. LSL Validation - checks syntax and common errors
# 2. Preprocessing - handles includes/macros (main/develop branches)
# 3. Release Package Generation - creates versioned releases (main branch)
# 4. Documentation Updates - generates function lists (main branch)
```
### VS Code Development Tasks
Use VS Code Command Palette (`Ctrl+Shift+P`) → "Tasks: Run Task":
- **Validate LSL File** - Check current file syntax
- **Validate All LSL Files** - Check entire project
- **Open LSL Documentation** - Browser reference at https://lsl-docs.richardf.us
- **Search LSL Function** - Quick function lookup
- **Preprocess LSL File** - Process includes/macros
### Git Workflow
```bash
# Standard development workflow
git checkout -b feature/new-feature
# ... make changes to .lsl files ...
git add *.lsl README.md CHANGELOG.md
git commit -m "feat: description of changes"
git push origin feature/new-feature
# Create pull request to develop, then merge to main for releases
```
## Architecture Overview
### Single Linkset Design (v2.7.0+)
The system uses a unified 74-prim linkset eliminating all external communication:
```
Link 1: Main Controller (Root Prim)
├── Links 2-24: Scoreboard (23 prims)
│ ├── Link 2: Scoreboard Manager Script
│ ├── Link 3: Background Prim
│ ├── Link 4: Actions/Status Prim
│ └── Links 5-24: Player Prims (20 slots with profile pics & hearts)
├── Links 25-72: XyzzyText Leaderboard (48 prims across 4 banks)
└── Links 73-74: Dice Display (2 prims for roll results)
```
### Core Script Architecture
**16 modular LSL scripts** with specific responsibilities:
**Core Controllers:**
- `Main_Controller_Linkset.lsl` - Central game state and coordination
- `Game_Manager.lsl` - Round management, pick validation, win conditions
- `Controller_Memory.lsl` - Memory monitoring and optimization
- `Controller_MessageHandler.lsl` - Message routing and communication
**Interface & Display:**
- `Player_DialogHandler.lsl` - Player UI and input processing
- `NumberPicker_DialogHandler.lsl` - Number picking interface
- `Game_Scoreboard_Manager_Linkset.lsl` - Visual player display (Link 2)
- `Floater_Manager.lsl` - Floating HUD displays for players
- `PlayerStatus_Float.lsl` - Individual player status displays
**Game Mechanics:**
- `Roll_ConfettiModule.lsl` - Dice rolling and particle effects
- `Bot_Manager.lsl` - AI player behavior and automation
- `Game_Calculator.lsl` - Dice type calculation and game math
**External Communication:**
- `Leaderboard_Communication_Linkset.lsl` - XyzzyText bridge (Link 25)
- `XyzzyText_Dice_Bridge_Linkset.lsl` - Roll result display (Link 73)
**Utilities:**
- `System_Debugger.lsl` - Development debugging tools
- `xyzzy_Master_script.lsl` - Legacy XyzzyText controller
### Communication Protocol
**Link Messages Only** - No region chat or discovery:
```lsl
// Scoreboard messages (to link 2)
integer MSG_GAME_STATUS = 3001;
integer MSG_PLAYER_UPDATE = 3002;
integer MSG_CLEAR_GAME = 3003;
// Leaderboard messages (to link 25)
integer MSG_GAME_WON = 3010;
integer MSG_RESET_LEADERBOARD = 3012;
// Dice messages (to link 73)
integer MSG_DICE_ROLL = 3020;
integer MSG_CLEAR_DICE = 3021;
```
**Benefits of this architecture:**
- **Zero Channel Conflicts** - Multiple game instances operate independently
- **50%+ Performance Improvement** - Instant message delivery vs. region chat
- **Bulletproof Reliability** - No discovery failures or timeouts
- **One-Click Deployment** - Single linkset rez replaces 4-object positioning
### Game State Management
**Critical synchronized data across scripts:**
- `players[]` - Avatar keys of registered players
- `names[]` - Display names of players
- `lives[]` - Current life counts (3, 2, 1, 0)
- `perilPlayer` - Current player in peril
- `globalPickedNumbers[]` - Numbers chosen this round
- `picksData[]` - Player pick history ("PlayerName|1,2,3")
**State Synchronization Pattern:**
```lsl
// In any script modifying game state:
syncStateToMain(); // Updates Main Controller
llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE, "", NULL_KEY); // Broadcast
```
### Dynamic Dice Scaling
Automatic dice selection ensures fair gameplay:
- 1-2 players → d6 (6 numbers)
- 3-4 players → d12 (12 numbers)
- 5-6 players → d20 (20 numbers)
- 7-10 players → d30 (30 numbers)
*Guarantees exactly 3 numbers per player available*
## Key Architectural Principles
### 1. Link Message Communication
**All inter-script communication** uses `llMessageLinked()` for guaranteed delivery within the linkset. No external channels or discovery protocols.
### 2. Modular Script Responsibility
Each script has **single responsibility** - Game Manager handles rounds, Scoreboard Manager handles display, etc. No cross-dependencies.
### 3. State Synchronization
**Centralized state management** in Main Controller with broadcast synchronization to prevent data inconsistencies.
### 4. Race Condition Prevention
**Duplicate registration protection**, **timing controls**, and **request deduplication** prevent common LSL concurrency issues.
### 5. Professional Error Handling
**Comprehensive validation**, **graceful failures**, and **debug logging** ensure stable operation in Second Life's unpredictable environment.
## Important Implementation Details
### Display Name Handling
```lsl
string getPlayerName(key id) {
string displayName = llGetDisplayName(id);
if (displayName == "") {
displayName = llKey2Name(id); // Fallback to legacy username
}
return displayName;
}
```
### Memory Management
Controller_Memory.lsl actively monitors script memory usage and triggers cleanup when thresholds are exceeded. Critical for long-running Second Life objects.
### Security Features (v2.8.0+)
- **Game Lockout System** - Owner can restrict access to owner only
- **Kick Player Functionality** - Remove disruptive players
- **Automatic Reset on Startup** - Prevents stale data issues
### Critical Fixes (v2.8.2)
- **Scoreboard Spam Elimination** - Fixed major bug where eliminated players caused infinite sync loops
- **Peril Player Validation** - Enhanced elimination sequence to prevent stale sync messages
- **Main Controller Fix** - Updates peril player variable immediately after elimination before final sync
- **Re-Fixed Display Systems** - Peril status and 0 hearts display needed additional stabilization
### Enhanced Elimination Display (v2.8.1)
- Players see **0 hearts before elimination** with 1-second display
- **Real-time peril status updates** on floating displays
- **Proper elimination sequence** with visual feedback
## File Naming Conventions
**Do not rename files** - LSL scripts have specific names expected by the linkset architecture. The `_Linkset` suffix indicates scripts designed for specific link numbers.
**Script-to-Link Mapping:**
- `*_Linkset.lsl` → Specific link number scripts
- `*_Manager.lsl` → Core system controllers
- `*_Handler.lsl` → UI and input processors
- `*_Module.lsl` → Specialized functionality (dice, confetti, etc.)
## Testing and Deployment
### Local Testing
Use **Bot Manager** to add AI players for testing game mechanics without requiring multiple avatars.
### CI/CD Pipeline
Jenkins automatically validates syntax and creates release packages on main branch pushes. Manual deployment to Second Life required.
### Version Management
Versions follow semantic versioning (v2.8.2) with detailed changelogs in `CHANGELOG.md` and `README.md`. Recent releases show the iterative nature of complex system maintenance, including addressing regressions in display systems.