Peril_Dice/Main_Controller_Linkset.lsl

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65 KiB
Text

#include "Peril_Constants.lsl"
// === Main Controller - Peril Dice Game (Linkset Version) ===
// Helper function to get display name with fallback to username
string getPlayerName(key id) {
string displayName = llGetDisplayName(id);
if (displayName == "") {
// Fallback to legacy username if display name is unavailable
displayName = llKey2Name(id);
}
return displayName;
}
// =============================================================================
// DEBUG & LOCAL CONSTANTS
// =============================================================================
// Unified Timer System - prevents conflicts between multiple timer needs
#define TIMER_IDLE 0
#define TIMER_STATUS 1
#define TIMER_VICTORY_DELAY 2 // Timer mode for victory glow display
#define TIMER_XP_CHECK 3 // Timer mode for Experience sentinel ping
integer currentTimerMode = 0; // Track what the timer is currently doing
float timerInterval = 1.0; // How often timer() is called for checks
integer victoryDelayTimer = 0; // Track victory delay timing
// Debug control - set to TRUE for verbose pick debugging, FALSE for normal operation
#define DEBUG_PICKS FALSE
// Script ID for Main Controller (used by Verbose_Logger for prefixes)
#define SCRIPT_ID_MAIN 0
// Memory reporting function
reportMemoryUsage(string scriptName) {
integer used = llGetUsedMemory();
integer free = llGetFreeMemory();
integer total = used + free;
float percentUsed = ((float)used / (float)total) * 100.0;
llOwnerSay("🧠 [" + scriptName + "] Memory: " +
(string)used + " used, " +
(string)free + " free (" +
llGetSubString((string)percentUsed, 0, 4) + "% used)");
}
// REMOVED: debugMsg() - too memory intensive for Main Controller
// REMOVED: Heavy message forwarding functions - too memory intensive
// Status message timing
#define STATUS_DISPLAY_TIME 8.0 // How long to show status messages on scoreboard
integer statusTimer = 0; // Track when status messages were sent
string lastStatus = ""; // Track last status sent
// Game state variables
list players = [];
list names = [];
list lives = [];
string perilPlayer = "";
list globalPickedNumbers = [];
list picksData = [];
list readyPlayers = [];
list floaterChannels = []; // Track actual floater channels for cleanup
// Victory state tracking
integer victoryInProgress = FALSE;
// Lockout system variables
integer isLocked = FALSE;
integer resetInProgress = FALSE; // Lockout flag for reset synchronization
key gameOwner;
list pickQueue = [];
integer currentPickerIdx = 0;
integer roundStarted = FALSE;
integer gameStarting = FALSE; // Track when game is in startup sequence
// Prevent duplicate registration by tracking pending registrations
list pendingRegistrations = []; // Keys of players who have registration in progress
#define REGISTRATION_TIMEOUT 10 // Seconds to keep pending registration
// Display configuration
#define CONTROLLER_FACE 1 // Face to display start image on (front face)
#define TEXTURE_START "title_start" // Start image texture
#define TEXTURE_GAME_ACTIVE "game_active" // Optional: different texture during game
// Maximum number of players allowed (including test players)
#define MAX_PLAYERS 10
// Timeout system removed - using owner kick functionality instead
key currentPicker;
integer gameTimer = 0;
// Dynamic channel system for floaters and dialogs (still needed for external communication)
#define CHANNEL_BASE -77000
integer calculateChannel(integer offset) {
string ownerStr = (string)llGetOwner();
// CRITICAL: Always use root prim (1) for channel calculation so scripts in child prims match
string objectStr = (string)llGetLinkKey(1);
string combinedStr = ownerStr + objectStr;
string hashStr = llMD5String(combinedStr, 0);
integer hash1 = llSubStringIndex("0123456789abcdef", llGetSubString(hashStr, 0, 0));
integer hash2 = llSubStringIndex("0123456789abcdef", llGetSubString(hashStr, 1, 1));
integer combinedHash = hash1 * 16 + hash2;
return CHANNEL_BASE - (offset * 1000) - combinedHash;
}
// Dynamic channels still needed for external communication (floaters, dialogs)
integer SYNC_CHANNEL;
integer NUMBERPICK_CHANNEL;
integer ROLLDIALOG_CHANNEL;
integer MAIN_DIALOG_CHANNEL;
integer BOT_COMMAND_CHANNEL;
integer FLOATER_BASE_CHANNEL;
// Legacy channel variables for backward compatibility
integer syncChannel;
integer numberPickChannel;
integer rollDialogChannel;
integer DIALOG_CHANNEL;
// Listen handle management
integer dialogHandle = -1;
integer botHandle = -1;
integer rollHandle = -1;
key sentinelQueryID = NULL_KEY; // Track the Experience Sentinel ping
integer EX_READY = FALSE; // Track the Experience Sentinel ping
// Channel initialization function
initializeChannels() {
SYNC_CHANNEL = calculateChannel(1);
NUMBERPICK_CHANNEL = calculateChannel(2);
ROLLDIALOG_CHANNEL = calculateChannel(3);
MAIN_DIALOG_CHANNEL = calculateChannel(4);
BOT_COMMAND_CHANNEL = calculateChannel(5);
FLOATER_BASE_CHANNEL = calculateChannel(9);
// Set legacy variables for backward compatibility
syncChannel = SYNC_CHANNEL;
numberPickChannel = NUMBERPICK_CHANNEL;
rollDialogChannel = ROLLDIALOG_CHANNEL;
DIALOG_CHANNEL = MAIN_DIALOG_CHANNEL;
}
// Clean up listen handles
cleanupListeners() {
if (dialogHandle != -1) {
llListenRemove(dialogHandle);
dialogHandle = -1;
}
if (botHandle != -1) {
llListenRemove(botHandle);
botHandle = -1;
}
if (rollHandle != -1) {
llListenRemove(rollHandle);
rollHandle = -1;
}
}
// Re-initialize listen handles
initListeners() {
dialogHandle = llListen(DIALOG_CHANNEL, "", NULL_KEY, "");
botHandle = llListen(BOT_COMMAND_CHANNEL, "", NULL_KEY, "");
rollHandle = llListen(rollDialogChannel, "", NULL_KEY, "");
}
// Memory monitoring functions delegated to Controller_Memory.lsl helper script
checkMemoryUsage(string context) {
llMessageLinked(LINK_SET, MSG_MEMORY_CHECK, context, NULL_KEY);
}
// REMOVED: emergencyMemoryCleanup() - delegated to Controller_Memory.lsl
// REMOVED: reportMemoryStats() - delegated to Controller_Memory.lsl
// Experience Sentinel - Functional probe to check if KVP is active
// NOTE FOR FUTURE AI/DEVS: KVP (World Rankings) ONLY requires the script to be
// compiled with the Experience. Land-Scope whitelisting (llAgentInExperience)
// is ONLY required for HUD auto-attachments and Animations.
checkExperience() {
dbg("🔍 [Peril Dice] Experience Sentinel: Starting functional heartbeat...");
// PROBE 1: Land-Scope Check (Crucial for HUD auto-attachment)
if (!llAgentInExperience(llGetOwner())) {
llOwnerSay("🛡️ [Peril Dice] LAND NOTICE: Experience 'Final Girlz I.N.C.' is NOT enabled on this land.");
llOwnerSay("⚠️ [Peril Dice] Automatic HUD attachments will FAIL. To fix this:");
llOwnerSay("👉 1. Right-click the ground -> 'About Land'");
llOwnerSay("👉 2. Go to the 'Experiences' tab.");
llOwnerSay("👉 3. Click the 'Add' button.");
llOwnerSay("👉 4. Search for 'Final Girlz I.N.C.' and click 'OK'.");
// Silent probe for KVP (which works regardless)
sentinelQueryID = llReadKeyValue("PERIL_SENTINEL");
llSetTimerEvent(10.0);
currentTimerMode = TIMER_XP_CHECK;
} else {
llOwnerSay("✅ [Peril Dice] Experience 'Final Girlz I.N.C.' is ACTIVE. HUD Auto-attachment ready.");
EX_READY = TRUE;
// Full KVP heartbeat
sentinelQueryID = llReadKeyValue("PERIL_SENTINEL");
llSetTimerEvent(10.0);
currentTimerMode = TIMER_XP_CHECK;
}
}
// Send status message to scoreboard using link messages
sendStatusMessage(string status) {
// LOCKOUT: If victory is in progress, only allow "Victory" or "Title" statuses
// This prevents elimination messages from stomping on the victory display
if (victoryInProgress) {
if (status != "Victory" && status != "Title") {
dbg("🏆 [Main Controller] 🚫 Status update BLOCKED during victory: " + status);
return;
}
}
statusTimer = llGetUnixTime();
lastStatus = status;
// Send texture update to scoreboard
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, status, NULL_KEY);
// NEW: Send dynamic text update to FURWARE status bridge
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, status, NULL_KEY);
currentTimerMode = TIMER_STATUS;
llSetTimerEvent(STATUS_DISPLAY_TIME + 1.0);
}
// UNIFIED SYSTEM: Single source of truth for global game state sync
syncGameState() {
// Build sync message WITHOUT redundant player keys to save memory
// Format: lives~picks~perilPlayer~names
string picksStr = (string)llDumpList2String(picksData, "^");
if (picksStr == "") picksStr = "EMPTY"; // Standardized token
// DELIMITER FIX: Ensure each of the 4 parts is explicitly separated by ~
string syncMsg = llList2CSV(lives) + "~" +
picksStr + "~" +
(string)llList2String([perilPlayer, "NONE"], (perilPlayer == "")) + "~" +
llList2CSV(names);
llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE, syncMsg, NULL_KEY);
dbg("🌍 [Main Controller] 📡 Global State Sync broadcasted (Picks: " + picksStr + ")");
}
// Direct scoreboard update for most recently added player
updateHelpers() {
// EMERGENCY memory check - much stricter threshold
integer freeMem = llGetFreeMemory();
if (victoryInProgress || freeMem < 4000) {
// Emergency: Don't even create strings if memory is critically low
return;
}
// MINIMAL: Only send update for the most recently added player
// No CSV operations, no string building - just direct message
integer nameCount = llGetListLength(names);
if (nameCount > 0) {
integer lastIdx = nameCount - 1;
// Minimal string operations - direct message
llMessageLinked(LINK_SCOREBOARD, MSG_PLAYER_UPDATE,
llList2String(names, lastIdx) + "|" +
(string)llList2Integer(lives, lastIdx) + "|" +
(string)llList2Key(players, lastIdx), NULL_KEY);
}
}
// Request helper-calculated values
requestPicksRequired(integer idx) {
llMessageLinked(LINK_SET, MSG_GET_PICKS_REQUIRED, llList2String(names, idx), NULL_KEY);
}
requestPickerIndex(string name) {
llMessageLinked(LINK_SET, MSG_GET_PICKER_INDEX, name, NULL_KEY);
}
string generateSerializedState() {
// Simplified to avoid memory-intensive CSV operations
return "MINIMAL_STATE~" + perilPlayer + "~" + (string)llGetListLength(names);
}
// Update floating text based on lock status
updateFloatingText() {
if (isLocked) {
llSetText("🔒 GAME LOCKED\nOwner access only", <1.0, 0.5, 0.0>, 1.0);
} else {
if (roundStarted || gameStarting) {
integer actualPlayerCount = llGetListLength(names);
llSetText("🎮 GAME IN PROGRESS\n" + (string)actualPlayerCount + " players", <1.0, 0.2, 0.2>, 1.0);
} else {
llSetText("🎮 PERIL DICE GAME\nTouch to play!", <1.0, 1.0, 0.0>, 1.0);
}
}
}
resetGame() {
resetInProgress = TRUE; // Start lockout
cleanupListeners();
// Let Floater Manager handle cleanup intelligently
llMessageLinked(LINK_SET, MSG_CLEANUP_ALL_FLOATERS, "RESET", NULL_KEY);
// Reduced delay for snappy restart
llSleep(0.1);
players = names = lives = picksData = globalPickedNumbers = readyPlayers = [];
floaterChannels = [];
pendingRegistrations = [];
perilPlayer = "";
pickQueue = [];
currentPickerIdx = 0;
roundStarted = FALSE;
gameStarting = FALSE;
victoryInProgress = FALSE;
currentPicker = NULL_KEY;
llMessageLinked(LINK_SET, MSG_RESET_ALL, "FULL_RESET", NULL_KEY);
llSay(syncChannel, "RESET");
// CHANGED: Use link messages instead of llRegionSay for display cleanup
llMessageLinked(LINK_SCOREBOARD, MSG_CLEAR_GAME, "", NULL_KEY);
// Clear winner glow from scoreboard (floaters will clear naturally on reset)
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_WINNER, "", NULL_KEY); // Clear winner glow
llMessageLinked(LINK_SET, MSG_CLEAR_DICE, "", NULL_KEY);
// Give other scripts time to finish their reset before starting sync
// INCREASED to 2.0s for high-speed Mono startup with Debug Logs OFF
llSleep(2.0);
// NEW: Trigger Leaderboard to reload rankings from KVP on reset
llMessageLinked(LINK_SET, MSG_RESET_LEADERBOARD, "START_SYNC", NULL_KEY);
dbg("🎮 Game reset! All state cleared (including scoreboard).");
statusTimer = 0;
lastStatus = "";
llSetTexture(TEXTURE_START, CONTROLLER_FACE);
llSetText("🎮 PERIL DICE GAME\nTouch to play!", <1.0, 1.0, 0.0>, 1.0);
// NEW: Update status bar for idle state
sendStatusMessage("PERIL DICE GAME\nTouch to Join!");
// Quick buffer for Linkset to settle
llSleep(0.2);
llSetTimerEvent(0);
initListeners();
resetInProgress = FALSE; // End lockout
}
default {
state_entry() {
DISCOVER_CORE_LINKS();
REPORT_MEMORY();
dbg("🎮 Main Controller ready! (Discovery Mode)");
// Initialize lockout system
gameOwner = llGetOwner();
isLocked = FALSE; // Default to unlocked
// Initialize channels for external communication
initializeChannels();
// Reset the game on startup to ensure clean state
resetGame();
// Experience Sentinel check - Moved after reset to protect timer
llSleep(2.0);
checkExperience();
dbg("✅ Main Controller initialization complete!");
}
on_rez(integer start_param) {
DISCOVER_CORE_LINKS();
REPORT_MEMORY();
dbg("🔄 Main Controller reset via rez...");
// Re-initialize lockout system
gameOwner = llGetOwner();
isLocked = FALSE;
// Re-initialize channels for external communication
initializeChannels();
// Reset the game to ensure clean state when rezzed
resetGame();
// Experience Sentinel check - Moved after reset to protect timer
checkExperience();
dbg("✅ Main Controller reset complete after rez!");
}
touch_start(integer total_number) {
integer clickedLink = llDetectedLinkNumber(0);
string clickedName = llGetLinkName(clickedLink);
// Ensure core links are discovered to prevent misidentification
if (LINK_LEADERBOARD_BRIDGE == -1) { DISCOVER_CORE_LINKS(); }
// IGNORE TOUCHES ON UI BRIDGES ONLY
// Always allow touch on Root (link 1) or any prim containing 'Scoreboard' or NOT containing 'FURWARE'
// ENHANCED: Also filter out click on Leaderboard elements which was causing redundant diagnostic logs
if (clickedLink != 1 && (llSubStringIndex(clickedName, "FURWARE") != -1 || llSubStringIndex(clickedName, "LB_") != -1)) {
dbg("🛑 [Touch Filter] Bypassing menu for Bridge element: " + clickedName);
return;
}
key toucher = llDetectedKey(0);
integer idx = llListFindList(players, [toucher]);
// Enhanced disconnect/reconnect handling - check if this player should be picking
if (idx != -1 && toucher != llGetOwner() && roundStarted) {
string playerName = llList2String(names, idx);
// ENHANCED: Check if this player is supposed to be the current picker based on game state
integer shouldBePicking = FALSE;
if (currentPickerIdx < llGetListLength(pickQueue)) {
string expectedPickerName = llList2String(pickQueue, currentPickerIdx);
if (playerName == expectedPickerName) {
shouldBePicking = TRUE;
// Fix corrupted currentPicker state
if (currentPicker != toucher) {
currentPicker = toucher;
}
}
}
// FALLBACK: If game is stuck and no one is set as current picker, but we're in pick phase,
// let any registered player attempt to resume (with owner confirmation)
if (!shouldBePicking && currentPicker == NULL_KEY && currentPickerIdx < llGetListLength(pickQueue)) {
if (toucher == llGetOwner()) {
currentPicker = toucher;
shouldBePicking = TRUE;
}
}
// Check for dialog recovery (original logic OR enhanced detection)
if (currentPicker == toucher || shouldBePicking) {
llSay(0, "🔄 " + playerName + " - Welcome back! Restoring your number picking dialog...");
llMessageLinked(LINK_SET, MSG_GET_CURRENT_DIALOG, playerName, toucher);
return;
}
else if (playerName == perilPlayer && currentPickerIdx >= llGetListLength(pickQueue)) {
llSay(0, "🔄 " + playerName + " - Welcome back! Restoring your roll dialog...");
llMessageLinked(LINK_SET, MSG_SHOW_ROLL_DIALOG, perilPlayer, toucher);
return;
}
}
// Special handling for owner during gameplay
if (toucher == llGetOwner() && roundStarted) {
string ownerName = getPlayerName(toucher);
list options = [];
string menuText = "Game in progress. What would you like to do?";
integer hasActiveDialog = FALSE;
if (currentPicker == toucher) {
options += ["🔄 Recover Pick Dialog"];
hasActiveDialog = TRUE;
}
if (ownerName == perilPlayer && currentPickerIdx >= llGetListLength(pickQueue)) {
options += ["🔄 Recover Roll Dialog"];
hasActiveDialog = TRUE;
}
options += ["🔧 Admin Menu"];
if (!hasActiveDialog) {
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|0", toucher);
return;
}
llDialog(toucher, menuText, options, DIALOG_CHANNEL);
return;
}
if (toucher == llGetOwner()) {
dbg("🔍 [DEBUG] Owner touched - idx: " + (string)idx + ", players list: " + llList2CSV(players));
if (idx == -1) {
// Owner is not in game - show join/admin choice
if (llListFindList(pendingRegistrations, [toucher]) != -1) {
dbg("⏳ Registration already in progress for " + getPlayerName(toucher));
return;
}
// Owner is not in game - determine menu type based on player count
if (llGetListLength(players) >= 2) {
// Enough players for game - show starter menu
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "unregistered_owner_starter|1", toucher);
} else {
// Not enough players - show basic menu
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "unregistered_owner|0", toucher);
}
} else {
// Owner is already in game - show player menu with appropriate starter status
integer isStarter = TRUE;
integer k;
for (k = 0; k < idx && isStarter; k++) {
string existingName = llList2String(names, k);
if (llSubStringIndex(existingName, "Bot") != 0) {
isStarter = FALSE;
}
}
if (idx == 0) {
isStarter = TRUE;
}
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|" + (string)isStarter, toucher);
}
} else if (idx != -1) {
// Non-owner player who is already registered
integer isStarter = TRUE;
integer m;
for (m = 0; m < idx && isStarter; m++) {
string existingName = llList2String(names, m);
if (llSubStringIndex(existingName, "Bot") != 0) {
isStarter = FALSE;
}
}
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "player|" + (string)isStarter, toucher);
} else {
string playerName = getPlayerName(toucher);
if (playerName != "") {
if (llListFindList(pendingRegistrations, [toucher]) != -1) {
dbg("⏳ Registration already in progress for " + playerName);
return;
}
pendingRegistrations += [toucher];
llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER_REQUEST, playerName + "|" + (string)toucher, NULL_KEY);
integer isStarter = TRUE;
integer n;
for (n = 0; n < llGetListLength(names) && isStarter; n++) {
string existingName = llList2String(names, n);
if (llSubStringIndex(existingName, "Bot") != 0) {
isStarter = FALSE;
}
}
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "player|" + (string)isStarter, toucher);
}
}
}
link_message(integer sender, integer num, string str, key id) {
// Handle MSG_UPDATE_LIFE - Reported by Roll Module when someone takes a hit
if (num == MSG_UPDATE_LIFE) {
list parts = llParseString2List(str, ["|"], []);
if (llGetListLength(parts) >= 2) {
string hitPlayer = llList2String(parts, 0);
integer newLifeCount = (integer)llList2String(parts, 1);
integer pidx = llListFindList(names, [hitPlayer]);
if (pidx != -1) {
lives = llListReplaceList(lives, [newLifeCount], pidx, pidx);
dbg("🛡️ [Main Controller] 💗 Damage Report Confirmed: " + hitPlayer + " -> " + (string)newLifeCount + " hearts.");
syncGameState();
// AUTHORITATIVE: Signal Game Manager to continue to the next round after the damage report
llSleep(DELAY_SYNC_PROPAGATION);
llMessageLinked(LINK_SET, MSG_CONTINUE_ROUND, perilPlayer, NULL_KEY);
}
}
return;
}
// Handle messages from the game logic and bridges
// Handle registration updates from Player_RegistrationManager
if (num == MSG_UPDATE_MAIN_LISTS) { // MSG_UPDATE_MAIN_LISTS
// ULTRA-OPTIMIZED: Player_RegistrationManager now handles all heavy processing
// Main Controller just adds the player to its master lists
list parts = llParseString2List(str, ["~"], []);
if (llGetListLength(parts) >= 2) {
integer ch = llList2Integer(parts, 0);
string newName = llList2String(parts, 1);
// CHECK FOR DUPLICATES: Only check players list (names list may be populated by sync messages)
integer existingPlayerIdx = llListFindList(players, [id]);
if (existingPlayerIdx != -1) {
dbg("⚠️ [Main Controller] DUPLICATE PLAYER KEY DETECTED - Player: " + newName + " (" + (string)id + ") already exists!");
dbg("⚠️ [Main Controller] Players list length: " + (string)llGetListLength(players) + ", Names list length: " + (string)llGetListLength(names));
return; // Skip adding duplicate
}
// Add new player directly to master lists (minimal operations)
players += [id];
names += [newName];
lives += [3];
floaterChannels += [ch];
// NEW: Update status bar with registration count
sendStatusMessage("JOIN THE PERIL!\n" + (string)llGetListLength(names) + "/" + (string)MAX_PLAYERS + " Players registered...");
// Clean up pending registrations
integer pendingIdx = llListFindList(pendingRegistrations, [id]);
if (pendingIdx != -1) {
pendingRegistrations = llDeleteSubList(pendingRegistrations, pendingIdx, pendingIdx);
}
// That's it! Player_RegistrationManager already sent sync and scoreboard updates
dbg("✅ Player added to master lists: " + newName + " (" + (string)llGetFreeMemory() + " bytes free)");
dbg("🔍 [DEBUG] Updated lists - Players: " + (string)llGetListLength(players) + ", Names: " + (string)llGetListLength(names));
}
return;
}
// Handle elimination requests
if (num == MSG_ELIMINATE_PLAYER) {
list parts = llParseString2List(str, ["|"], []);
if (llList2String(parts, 0) == "ELIMINATE_PLAYER") {
string eliminatedPlayer = llList2String(parts, 1);
integer idx = llListFindList(names, [eliminatedPlayer]);
if (idx != -1) {
// NEW: Only announce elimination if it's not the end of the game (winner)
if (llGetListLength(names) > 1) {
sendStatusMessage("PLAYER STRUCK!\n" + eliminatedPlayer + " has been eliminated!");
}
// FIRST: Set the player's lives to 0 and show 0 hearts
lives = llListReplaceList(lives, [0], idx, idx);
// Send ONLY a direct scoreboard update to show 0 hearts
llMessageLinked(LINK_SCOREBOARD, MSG_PLAYER_UPDATE,
eliminatedPlayer + "|0|" + (string)llList2Key(players, idx), NULL_KEY);
// RECORD LOSS: Send eliminated player to World Ranking database
llMessageLinked(LINK_SET, MSG_LB_RECORD_PLAYER, eliminatedPlayer + "|LOSS", NULL_KEY);
// CRITICAL: Check for victory condition BEFORE assigning new peril player
integer willCauseVictory = (llGetListLength(names) <= 2); // After removing one player
string potentialWinner = "";
if (willCauseVictory) {
// Find the winner (the remaining non-eliminated player)
integer w;
for (w = 0; w < llGetListLength(names); w++) {
string candidateName = llList2String(names, w);
if (candidateName != eliminatedPlayer) {
potentialWinner = candidateName;
jump found_winner;
}
}
@found_winner;
if (potentialWinner != "") {
// NEW: Broadcast sync BEFORE redraw to ensure Floater Manager has fresh heart count
syncGameState();
// SEND WINNER GLOW to scoreboard and trigger floater update
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_WINNER, potentialWinner, NULL_KEY);
llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, potentialWinner, NULL_KEY); // Update winner's floater
dbg("🏆 [Main Controller] Pre-victory winner glow sent for: " + potentialWinner);
}
}
// Only assign new peril player if NOT causing victory
if (!willCauseVictory && (perilPlayer == eliminatedPlayer || perilPlayer == "")) {
// Find first remaining alive player to be new peril player (before removing eliminated player)
string newPerilPlayer = "";
integer k;
for (k = 0; k < llGetListLength(names) && newPerilPlayer == ""; k++) {
string candidateName = llList2String(names, k);
if (candidateName != eliminatedPlayer) { // Skip the player being eliminated
integer candidateIdx = llListFindList(names, [candidateName]);
if (candidateIdx != -1 && candidateIdx < llGetListLength(lives)) {
integer candidateLives = llList2Integer(lives, candidateIdx);
if (candidateLives > 0) {
newPerilPlayer = candidateName;
}
}
}
}
if (newPerilPlayer != "") {
perilPlayer = newPerilPlayer;
// Send peril player update to scoreboard for glow effect
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_PERIL_PLAYER, newPerilPlayer, NULL_KEY);
} else {
perilPlayer = "NONE";
// Clear peril player glow on scoreboard
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_PERIL_PLAYER, "", NULL_KEY);
}
}
// UNIFIED SYNC: Replaces inline sync calls to prevent language rift
syncGameState();
// Direct floater update to ensure eliminated status is displayed
llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, eliminatedPlayer, llList2Key(players, idx));
llSleep(DELAY_ELIMINATION_NOTICE); // Give floater time to show eliminated status with red display
if (willCauseVictory) {
// If this elimination will cause victory, give extra time for 0 hearts display
llSleep(DELAY_VICTORY_NOTICE); // Additional time for victory scenarios
}
// CHANGED: Don't cleanup floaters during elimination - let them show eliminated status
// The floater will show red glow + "ELIMINATED!" and stay visible until game end
// integer ch = llList2Integer(floaterChannels, idx);
// llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);
// llSleep(0.3); // Give floater time to cleanup
// CRITICAL: Remove eliminated player's picks data by searching for their entry
// NOT by index, since picksData format is "PlayerName|picks" strings
integer pickIdx = -1;
integer p;
for (p = 0; p < llGetListLength(picksData); p++) {
string entry = llList2String(picksData, p);
if (llSubStringIndex(entry, eliminatedPlayer + "|") == 0) {
pickIdx = p;
jump found_pick_entry;
}
}
@found_pick_entry;
if (pickIdx != -1) {
picksData = llDeleteSubList(picksData, pickIdx, pickIdx);
}
// Now remove from indexed lists (players, names, lives, floaterChannels)
players = llDeleteSubList(players, idx, idx);
names = llDeleteSubList(names, idx, idx);
lives = llDeleteSubList(lives, idx, idx);
floaterChannels = llDeleteSubList(floaterChannels, idx, idx);
// NEW: FINAL SYNC - Tell everyone the list has actually SHRUNK now
// This prevents "Zombie Respawns" and "Ghost Heals"
syncGameState();
// Peril player assignment already handled before sync message was sent
// CHANGED: Send to scoreboard, which will handle leaderboard updates
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_LOST, eliminatedPlayer, NULL_KEY);
// Status message now sent directly by Roll Module
// Check for victory condition BEFORE calling updateHelpers()
if (llGetListLength(names) <= 1) {
if (llGetListLength(names) == 1) {
string winner = llList2String(names, 0);
// ENHANCED: Give eliminated player's floater time to show eliminated status
// before declaring victory and cleaning up
dbg("⏳ [Main Controller] Final elimination detected - allowing display time before victory");
llSleep(DELAY_ELIMINATION_NOTICE); // Give final eliminated player time to show red eliminated status
// CRITICAL: Set victory flag immediately to prevent sync processing
victoryInProgress = TRUE;
// CRITICAL: Clear all game state immediately before any sync messages
// This prevents broadcasting stale winner data to other scripts
players = [];
names = [];
lives = [];
picksData = [];
perilPlayer = "";
pickQueue = [];
currentPickerIdx = 0;
roundStarted = FALSE;
gameStarting = FALSE;
currentPicker = NULL_KEY;
llSay(0, "✨ ULTIMATE VICTORY! " + winner + " is the Ultimate Survivor!");
// NEW: Send victory status to board and display winner name!
sendStatusMessage("Victory");
llMessageLinked(LINK_SET, MSG_STATUS_TEXT, "=== ULTIMATE VICTORY ===\n<!c=white>" + winner + " wins!", NULL_KEY);
llMessageLinked(LINK_SET, MSG_PLAYER_WON, winner, NULL_KEY);
llMessageLinked(LINK_SET, MSG_EFFECT_CONFETTI, "VICTORY_CONFETTI", NULL_KEY);
// IMPORTANT: Send winner update to scoreboard and trigger floater update
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_WINNER, winner, NULL_KEY);
llMessageLinked(LINK_SET, MSG_UPDATE_FLOAT, winner, NULL_KEY); // Update winner's floater
// RECORD WIN: Send ultimate survivor to World Ranking database
llMessageLinked(LINK_SET, MSG_LB_RECORD_PLAYER, winner + "|WIN", NULL_KEY);
// CHANGED: Send to scoreboard, which will handle visual updates (no more duplicate records)
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_WON, winner, NULL_KEY);
// Use timer instead of llSleep to avoid immediate reset
dbg("🏆 [Main Controller] Winner glow applied - starting victory delay timer");
victoryDelayTimer = llGetUnixTime();
currentTimerMode = TIMER_VICTORY_DELAY;
llSetTimerEvent(1.0); // Check every second
return; // Exit here - timer will handle reset
} else {
// CRITICAL: Set victory flag and clear state for no survivors scenario too
victoryInProgress = TRUE;
players = [];
names = [];
lives = [];
picksData = [];
perilPlayer = "";
pickQueue = [];
currentPickerIdx = 0;
roundStarted = FALSE;
gameStarting = FALSE;
currentPicker = NULL_KEY;
llSay(0, "💀 DESPAIR WINS! No Ultimate Survivors remain!");
// Use timer for no survivors scenario too
victoryDelayTimer = llGetUnixTime();
currentTimerMode = TIMER_VICTORY_DELAY;
llSetTimerEvent(1.0);
return;
}
}
// CRITICAL: After elimination, sync state and continue game with new peril player
if (perilPlayer != "" && perilPlayer != "NONE") {
// Sync the updated game state to all modules (4-part format)
// Optimized to avoid large temporary string variables
llMessageLinked(LINK_SET, MSG_SYNC_GAME_STATE,
llList2CSV(lives) + "~EMPTY~" + perilPlayer + "~" + llList2CSV(names), NULL_KEY);
llSleep(DELAY_SYNC_PROPAGATION); // Give sync time to propagate
// Continue the game with the new peril player - delegate to Game Manager
llMessageLinked(LINK_SET, 998, perilPlayer, NULL_KEY);
}
// MINIMAL: Only send direct scoreboard update for remaining players
// Skip heavy updateHelpers() calls to prevent memory crashes
}
}
return;
}
// Handle emergency reset for stuck games
if (num == MSG_EMERGENCY_RESET && str == "EMERGENCY_RESET") {
dbg("🚨 [Main Controller] Emergency reset triggered - sending emergency reset to all scripts");
// Signal all scripts to emergency reset
llMessageLinked(LINK_SET, MSG_EMERGENCY_RESET, "EMERGENCY_RESET", NULL_KEY);
llSleep(DELAY_SYNC_PROPAGATION);
// Then do full reset
resetGame();
return;
}
// Handle game won
if (num == 998) {
list parts = llParseString2List(str, ["|"], []);
if (llList2String(parts, 0) == "GAME_WON") {
string winner = llList2String(parts, 1);
// Send dice roll winner message using LINK_SET
llMessageLinked(LINK_SET, MSG_DICE_ROLL, winner + "|WON", NULL_KEY);
llSleep(DELAY_GAME_RESET);
resetGame();
}
return;
}
// Forward sync updates to Game Manager for processing
if (num == MSG_SYNC_GAME_STATE) {
// Skip forwarding during victory sequence
if (victoryInProgress) {
return;
}
// DON'T forward sync messages - this creates loops!
// Game Manager should receive the original message directly
// Main Controller just ignores sync messages now
return;
}
// Handle peril player updates from other modules
if (num == MSG_UPDATE_PERIL_PLAYER) {
perilPlayer = str;
dbg("🎯 [Main Controller] Peril Player Updated: " + perilPlayer);
syncGameState();
// AUTHORITATIVE: Signal Game Manager to continue to the next round after Plot Twist
llSleep(DELAY_SYNC_PROPAGATION);
llMessageLinked(LINK_SET, MSG_CONTINUE_ROUND, perilPlayer, NULL_KEY);
return;
}
// Receive lightweight updates from Game Manager
if (num == 9070) {
list parts = llParseString2List(str, ["|"], []);
if (llGetListLength(parts) >= 3 && llList2String(parts, 0) == "PERIL_UPDATE") {
perilPlayer = llList2String(parts, 1);
integer playerCount = (integer)llList2String(parts, 2);
// Update floating text if needed
if (roundStarted || gameStarting) {
llSetText("🎮 GAME IN PROGRESS\n" + (string)playerCount + " players", <1.0, 0.2, 0.2>, 1.0);
}
}
return;
}
// Legacy 997 message handler removed - now using direct communication to Game Manager
// Handle ready state toggle
if (num == MSG_TOGGLE_READY) {
string playerName = str;
integer idx = llListFindList(names, [playerName]);
if (idx != -1) {
if (llSubStringIndex(playerName, "Bot") == 0) {
dbg("🤖 Bots are always ready and cannot change state");
return;
}
integer readyIdx = llListFindList(readyPlayers, [playerName]);
if (readyIdx == -1) {
readyPlayers += [playerName];
llSay(0, "⚔️ " + playerName + " steels themselves for the deadly challenge ahead! ⚔️");
} else {
readyPlayers = llDeleteSubList(readyPlayers, readyIdx, readyIdx);
llSay(0, "🏃 " + playerName + " loses their nerve and backs away from the challenge! 🏃");
}
}
return;
}
// Handle ready state queries
if (num == MSG_QUERY_READY_STATE) {
list queryParts = llParseString2List(str, ["|"], []);
string playerName;
integer requestID = 0;
if (llGetListLength(queryParts) >= 2) {
playerName = llList2String(queryParts, 0);
requestID = (integer)llList2String(queryParts, 1);
} else {
playerName = str;
}
integer isReady = llListFindList(readyPlayers, [playerName]) != -1;
integer isBot = llSubStringIndex(playerName, "Bot") == 0;
string result = playerName + "|" + (string)isReady + "|" + (string)isBot + "|" + (string)requestID;
llMessageLinked(LINK_SET, MSG_READY_STATE_RESULT, result, id);
return;
}
// Handle owner status queries
if (num == MSG_QUERY_OWNER_STATUS) {
list queryParts = llParseString2List(str, ["|"], []);
string ownerName;
integer requestID = 0;
// Owner status check (Now fully automated via on_rez / reset)
if (llGetListLength(queryParts) >= 2) {
ownerName = llList2String(queryParts, 0);
requestID = (integer)llList2String(queryParts, 1);
} else {
ownerName = str;
}
// Check if owner is registered
integer ownerIdx = llListFindList(players, [id]);
integer isRegistered = (ownerIdx != -1);
integer isPending = (llListFindList(pendingRegistrations, [id]) != -1);
integer isStarter = FALSE;
if (isRegistered) {
// Calculate starter status if registered
isStarter = TRUE;
integer k;
for (k = 0; k < ownerIdx && isStarter; k++) {
string existingName = llList2String(names, k);
if (llSubStringIndex(existingName, "Bot") != 0) {
isStarter = FALSE;
}
}
if (ownerIdx == 0) {
isStarter = TRUE;
}
}
string result = ownerName + "|" + (string)isRegistered + "|" + (string)isPending + "|" + (string)isStarter + "|" + (string)requestID;
llMessageLinked(LINK_SET, MSG_OWNER_STATUS_RESULT, result, id);
return;
}
// MSG_CLEANUP_ALL_FLOATERS is handled by Floater Manager only
// Handle leave game requests processed by Controller_MessageHandler
if (num == MSG_LEAVE_GAME_REQUEST) { // MSG_LEAVE_GAME_REQUEST
// This message comes FROM the Controller_MessageHandler after it has processed the removal
// We need to update the main controller's lists to match
list parts = llParseString2List(str, ["|"], []);
string action = llList2String(parts, 0);
if (action == "LEAVE_GAME" || action == "KICK_PLAYER") {
string leavingName = llList2String(parts, 1);
// Find and remove the player from main controller lists
integer idx = llListFindList(names, [leavingName]);
if (idx != -1) {
// CRITICAL: Inform all scripts (Registration Manager) to scrub this player
llMessageLinked(LINK_SET, MSG_REMOVE_PLAYER, leavingName, NULL_KEY);
// Only announce if it's not the end of the game
if (llGetListLength(names) > 1) {
sendStatusMessage("PLAYER FALLEN!\n" + leavingName + " has been eliminated!");
}
// Clean up the leaving player's floater using their current channel
integer ch = FLOATER_BASE_CHANNEL + idx;
llMessageLinked(LINK_SET, MSG_CLEANUP_FLOAT, (string)ch, NULL_KEY);
// CRITICAL: If the leaving player was the peril player, update before updateHelpers()
if (perilPlayer == leavingName) {
// 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);
if (candidateName != leavingName) { // Skip the player being removed
integer candidateIdx = llListFindList(names, [candidateName]);
if (candidateIdx != -1 && candidateIdx < llGetListLength(lives)) {
integer candidateLives = llList2Integer(lives, candidateIdx);
if (candidateLives > 0) {
newPerilPlayer = candidateName;
}
}
}
}
if (newPerilPlayer != "") {
dbg("🎯 [Main Controller] Peril player left - assigning new peril player: " + newPerilPlayer);
perilPlayer = newPerilPlayer;
// Send peril player update to scoreboard for glow effect
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_PERIL_PLAYER, newPerilPlayer, NULL_KEY); // MSG_UPDATE_PERIL_PLAYER
} else {
dbg("⚠️ [Main Controller] No valid peril player candidates found after player left!");
perilPlayer = "NONE";
// Clear peril player glow on scoreboard
llMessageLinked(LINK_SCOREBOARD, MSG_UPDATE_PERIL_PLAYER, "", NULL_KEY);
}
}
// Update main controller's lists to match the message handler
players = llDeleteSubList(players, idx, idx);
names = llDeleteSubList(names, idx, idx);
lives = llDeleteSubList(lives, idx, idx);
// Remove any picks data entry for this player
integer j;
for (j = 0; j < llGetListLength(picksData); j++) {
list pickParts = llParseString2List(llList2String(picksData, j), ["|"], []);
if (llList2String(pickParts, 0) == leavingName) {
picksData = llDeleteSubList(picksData, j, j);
j = llGetListLength(picksData); // Exit loop LSL-style
}
}
floaterChannels = llDeleteSubList(floaterChannels, idx, idx);
// Remove from ready list if present
integer readyIdx = llListFindList(readyPlayers, [leavingName]);
if (readyIdx != -1) {
readyPlayers = llDeleteSubList(readyPlayers, readyIdx, readyIdx);
}
// Check if we should reset the game (no players left)
if (llGetListLength(names) == 0) {
dbg("🔄 [Main Controller] All players left - resetting game");
// Force clear any remaining game state before reset
roundStarted = FALSE;
gameStarting = FALSE;
perilPlayer = "";
currentPicker = NULL_KEY;
resetGame();
return;
}
// Skip updateHelpers to prevent memory crashes during player removal
// Scoreboard was already updated with MSG_REMOVE_PLAYER above
dbg("✅ [Main Controller] Synchronized removal of " + leavingName);
}
}
return;
}
// Handle lock/unlock messages from Dialog Handler
if (num == MSG_LOCK_GAME) { // Lock game message
if (id == gameOwner && str == "LOCK_GAME") {
isLocked = TRUE;
updateFloatingText();
dbg("🔒 [Main Controller] Game has been LOCKED - Floating text updated");
}
return;
}
if (num == MSG_UNLOCK_GAME) { // Unlock game message
if (id == gameOwner && str == "UNLOCK_GAME") {
isLocked = FALSE;
updateFloatingText();
dbg("🔓 [Main Controller] Game has been UNLOCKED - Floating text updated");
}
return;
}
// Handle memory monitor messages
if (num == MSG_EMERGENCY_CLEANUP) {
// Removed emergencyMemoryCleanup call to save memory
dbg("Emergency cleanup disabled to prevent crashes");
return;
}
// Handle reset requests from other scripts (like Game_Manager)
if (num == MSG_EMERGENCY_RESET && str == "REQUEST_GAME_RESET") {
dbg("🔄 [Main Controller] Reset requested by " + (string)sender + ", executing...");
resetGame();
return;
}
}
listen(integer channel, string name, key id, string msg) {
if (channel == rollDialogChannel) {
if (msg == "Start Next Round" || msg == "BEGIN KILLING GAME") {
if (roundStarted) {
dbg("⚠️ Round already in progress, ignoring duplicate round start from roll dialog");
return;
}
llSay(0, "⚡ THE KILLING GAME CONTINUES! " + perilPlayer + " begins the next deadly round!");
llMessageLinked(LINK_SET, 998, perilPlayer, NULL_KEY);
return;
}
}
if (channel == DIALOG_CHANNEL) {
// Handle owner choice dialog responses during gameplay
if (id == llGetOwner() && roundStarted) {
if (msg == "🔄 Recover Pick Dialog") {
string ownerName = getPlayerName(id);
llSay(0, "🔄 " + ownerName + " - Restoring your number picking dialog...");
llMessageLinked(LINK_SET, MSG_GET_CURRENT_DIALOG, ownerName, id);
return;
}
else if (msg == "🔄 Recover Roll Dialog") {
llSay(0, "🔄 " + getPlayerName(id) + " - Restoring your roll dialog...");
llMessageLinked(LINK_SET, MSG_SHOW_ROLL_DIALOG, perilPlayer, id);
return;
}
else if (msg == "🔧 Admin Menu") {
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|0", id);
return;
}
}
// Handle owner choice menu - "Join Game" is handled by Player_DialogHandler
if (id == llGetOwner()) {
if (msg == "Owner Menu") {
// Owner wants admin functions without joining - use admin targetType
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "admin|0", id);
return;
}
}
// Owner-specific commands (when they've accessed admin menu)
if (id == llGetOwner()) {
if (msg == "Reset Game") {
resetGame();
return;
}
if (msg == "Reset Leaderboard") {
llDialog(id, "⚠️ WARNING: This will PERMANENTLY WIPE the World Ranking database (all 10 shards). Are you sure?", ["YES, WIPE LB", "NO, CANCEL"], DIALOG_CHANNEL);
return;
}
if (msg == "YES, WIPE LB") {
if (id != (key)GLOBAL_ADMIN) {
llRegionSayTo(id, 0, "🚫 Access Denied: Only the Global Admin can perform this action.");
return;
}
llMessageLinked(LINK_SET, MSG_RESET_LEADERBOARD, "WIPE", id); // Use LINK_SET
llOwnerSay("🏆 GLOBAL LEADERBOARD WIPE confirmed and executed.");
return;
}
if (msg == "Reset All") {
llDialog(id, "⚠️ WARNING: This will factory reset the game AND permanently wipe the leaderboard. Are you sure?", ["YES, RESET ALL", "NO, CANCEL"], DIALOG_CHANNEL);
return;
}
if (msg == "YES, RESET ALL") {
if (id != (key)GLOBAL_ADMIN) {
llRegionSayTo(id, 0, "🚫 Access Denied: Only the Global Admin can perform this action.");
return;
}
resetGame();
llMessageLinked(LINK_SET, MSG_RESET_LEADERBOARD, "WIPE", id); // Use LINK_SET
llOwnerSay("🔄 FULL RESET confirmed and executed.");
return;
}
if (msg == "Memory Stats") {
// Removed reportMemoryStats call to save memory
dbg("Memory stats reporting disabled to prevent crashes");
return;
}
if (msg == "Add Test Player") {
if (llGetListLength(players) >= MAX_PLAYERS) {
dbg("⚠️ Cannot add test player; the game is full (max " + (string)MAX_PLAYERS + ").");
return;
}
// Create shorter bot names to avoid dialog button length issues
// Count existing bots to determine next bot number
integer existingBots = 0;
integer i;
for (i = 0; i < llGetListLength(names); i++) {
string playerName = llList2String(names, i);
if (llSubStringIndex(playerName, "Bot") == 0) {
existingBots++;
}
}
integer botNum = existingBots + 1;
string testName = "Bot" + (string)botNum;
key fake = llGenerateKey();
llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER_REQUEST, testName + "|" + (string)fake, NULL_KEY);
// Don't show menu immediately - let the player touch the board again
// This avoids timing issues where the menu is shown before registration completes
dbg("✅ " + testName + " registration sent - touch the board again to refresh menu");
return;
}
if (msg == "Force Floaters") {
dbg("🔧 Forcing floater creation for all " + (string)llGetListLength(names) + " players...");
integer i;
for (i = 0; i < llGetListLength(names); i++) {
string playerName = llList2String(names, i);
key playerKey = llList2Key(players, i);
llMessageLinked(LINK_SET, MSG_REZ_FLOAT, playerName, playerKey);
llSleep(DELAY_GENERIC_TICK);
}
dbg("✅ Floater creation requests sent for all players!");
// After forcing floaters, show appropriate menu based on owner registration status
integer ownerIdx = llGetListLength(players); // Simplified check
if (ownerIdx != -1) {
// Owner is registered - show registered owner menu
integer ownerIsStarter = TRUE;
integer n;
for (n = 0; n < ownerIdx && ownerIsStarter; n++) {
string existingName = llList2String(names, n);
if (llSubStringIndex(existingName, "Bot") != 0) {
ownerIsStarter = FALSE;
}
}
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "owner|" + (string)ownerIsStarter, llGetOwner());
} else {
// Owner is not registered - show unregistered owner menu
if (llGetListLength(players) >= 2) {
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "unregistered_owner_starter|1", llGetOwner());
} else {
llMessageLinked(LINK_SET, MSG_SHOW_MENU, "unregistered_owner|0", llGetOwner());
}
}
return;
}
}
// Allow starter to start the game
if (msg == "Start Game") {
integer playerCount = llGetListLength(players);
integer nameCount = llGetListLength(names);
if (playerCount < 2) {
dbg("⚠️ Need at least 2 players to start the game.");
return;
}
string starterName = "";
if (id == llGetOwner()) {
starterName = getPlayerName(llGetOwner());
} else if (llGetListLength(players) > 0) {
key firstPlayer = llList2Key(players, 0);
if (id == firstPlayer) {
starterName = getPlayerName(firstPlayer);
}
}
if (starterName == "") {
dbg("⚠️ Only the game starter can start the game.");
return;
}
list notReadyPlayers = [];
integer i;
for (i = 0; i < llGetListLength(names); i++) {
string playerName = llList2String(names, i);
if (playerName != starterName && llSubStringIndex(playerName, "Bot") != 0) {
if (llListFindList(readyPlayers, [playerName]) == -1) {
notReadyPlayers += [playerName];
}
}
}
if (llGetListLength(notReadyPlayers) > 0) {
dbg("⚠️ Cannot start game. These players are not ready: " + llList2CSV(notReadyPlayers));
return;
}
gameStarting = TRUE;
// MEMORY OPTIMIZED: Clear stale lists as soon as game enters active phase
readyPlayers = [];
pendingRegistrations = [];
llSay(0, "⚡ ALL PARTICIPANTS READY! THE DEADLY PERIL DICE GAME BEGINS! ⚡");
integer actualPlayerCount = llGetListLength(names);
llSetText("🎮 GAME IN PROGRESS\n" + (string)actualPlayerCount + " players", <1.0, 0.2, 0.2>, 1.0);
// FIXED: Use proper announcement instead of internal texture name "Title"
sendStatusMessage("GAME STARTING!\nAll players are ready!");
// Dramatic pause to let the start announcement be read before round prep begins
llSleep(DELAY_LONG_SYNC);
// For game start, use empty peril player - Game Manager will select one
llMessageLinked(LINK_SET, 998, "", NULL_KEY);
}
if (llListFindList(names, [msg]) != -1) {
llMessageLinked(LINK_SET, 206, msg, id);
}
}
}
timer() {
if (currentTimerMode == TIMER_STATUS) {
if (statusTimer > 0 && (llGetUnixTime() - statusTimer) >= STATUS_DISPLAY_TIME) {
statusTimer = 0;
lastStatus = "";
// CHANGED: Use link message instead of llRegionSay
llMessageLinked(LINK_SCOREBOARD, MSG_GAME_STATUS, "Title", NULL_KEY);
dbg("📢 Status cleared - reverted to Title");
currentTimerMode = TIMER_IDLE;
llSetTimerEvent(0);
}
}
else if (currentTimerMode == TIMER_XP_CHECK) {
// Timer fired - it means llReadKeyValue FAILED to respond (Land block or non-associated script)
// checkExperience() and experience_permissions_denied() already handle the public warnings.
dbg("⚠️ [Peril Dice] Experience Sentinel: KVP Probe timed out. Land/Script block confirmed.");
llSetTimerEvent(0);
currentTimerMode = TIMER_IDLE;
}
else if (currentTimerMode == TIMER_VICTORY_DELAY) {
if (victoryDelayTimer > 0) {
integer elapsed = llGetUnixTime() - victoryDelayTimer;
if (elapsed >= (integer)(STATUS_DISPLAY_TIME * 3.0)) { // 24 seconds
dbg("🏆 [Main Controller] Victory display time complete - executing game reset");
victoryDelayTimer = 0;
currentTimerMode = TIMER_IDLE;
llSetTimerEvent(0);
resetGame(); // Now reset after the delay
}
}
}
}
dataserver(key query_id, string data) {
if (query_id == sentinelQueryID) {
// WE GOT A RESPONSE!
integer c = llSubStringIndex(data, ",");
string st = data;
if (c != -1) st = llGetSubString(data, 0, c - 1);
sentinelQueryID = NULL_KEY;
llSetTimerEvent(0);
if (st == "1" || st == "3") { // Status 1 (Found) or 3 (Not Found) both prove Experience access
dbg("✅ [Peril Dice] Experience Sentinel: KVP Heartbeat Confirmed.");
EX_READY = TRUE;
} else {
EX_READY = FALSE;
dbg("⚠️ [Peril Dice] Sentinel handshake returned status: " + st);
}
}
}
experience_permissions_denied(key agent_id, integer reason) {
// This event fires if an Experience function fails (like our Sentinel Ping)
// reason 17 = XP_ERROR_NOT_PERMITTED_LAND
// reason 1 = XP_ERROR_NOT_EXPERIENCE
if (reason == 17 || reason == 1) {
sentinelQueryID = NULL_KEY;
llSetTimerEvent(0);
currentTimerMode = TIMER_IDLE;
// Removed redundant messaging - checkExperience() handles the OwnerSay
dbg("⚠️ [Peril Dice] Experience Denial (Reason " + (string)reason + ") detected land block.");
} else {
dbg("⚠️ [Peril Dice] Experience Denial (Code " + (string)reason + ") for agent " + (string)agent_id);
}
}
}