5.6 KiB
5.6 KiB
PERIL DICE GAME - REMAINING FIXES TODO
✅ COMPLETED
- Listen Handle Leaks - Fixed in all scripts with proper cleanup and management
- Timer Event Conflicts - Fixed in Main.lsl with unified timer system using TIMER_IDLE, TIMER_STATUS, TIMER_TIMEOUT states
- Race Condition in Dialog Recovery - Fixed in Owner and Player Dialog Handler.lsl with request ID tracking, timeout validation, and stale response detection
- Bot Validation Logic Gaps - Fixed in Bot Manager.lsl with improved algorithm, availability calculation, graceful degradation, and memory monitoring
- Memory Usage Monitoring - Implemented in Main.lsl with memory checks at critical points, warnings at 80%, emergency cleanup at 90%, and owner-accessible memory stats
- Channel Number Conflicts - Implemented dynamic channel configuration in Main.lsl with owner-unique channels, collision avoidance, and backward compatibility
✅ ALL CRITICAL FIXES COMPLETED
📡 LATEST ADDITION (v2.6.0) - Advanced Channel Management & Debug Cleanup ✅ COMPLETED
Files: ALL major scripts (Main.lsl, Bot_Manager.lsl, Floater_Manager.lsl, etc.)
Was: Potential channel conflicts between multiple instances + verbose debug output spam
Fixed:
- Enhanced Dynamic Channel System: Implemented sophisticated per-instance channel calculation
- Uses combined hash of owner key + object key for complete uniqueness
- Prevents interference between multiple game tables owned by same person
- MD5-based hash generation creates 0-255 range distribution across all channel ranges
- Each component gets isolated channel space (~-78000 to ~-86000 ranges)
- Professional Debug Output Cleanup: Removed verbose debug messages causing console spam
- Main Controller: Eliminated touch event and dice result debug logging
- Floater Manager: Removed picks data, cleanup confirmations, and sync debug messages
- Preserved essential error reporting while eliminating noise
- Professional-grade logging suitable for production deployment
- Multi-Instance Production Ready: Game system now supports multiple concurrent deployments
- Channel Debugging Tools: Detailed channel assignments reported to owner on startup
5. Memory Usage Concerns ✅ COMPLETED
Files: Main.lsl
Was: Large lists stored without memory monitoring
Fixed:
- Added
llGetUsedMemory()checks in critical functions (updateHelpers,player_registration) - Memory warnings at 80% usage with 60-second intervals to prevent spam
- Emergency cleanup at 90% usage with list optimization and garbage collection
- Owner-accessible "Memory Stats" command in dialog system
- Comprehensive memory reporting showing usage by data structure
6. Channel Number Conflicts ✅ COMPLETED ⭐ MULTI-INSTANCE SAFE
Files: Main.lsl, ChannelConfig.lsl, Bot Manager.lsl, Roll Confetti Module.lsl, Game Manager.lsl, Owner and Player Dialog Handler.lsl, Number Picker Dialog Handler.lsl, Helper.lsl, Game_Scoreboard_Manager.lsl
Was: Hard-coded channels could conflict with other LSL objects AND multiple instances by same owner would interfere
Fixed:
- Implemented ENHANCED dynamic channel calculation using BOTH owner key AND object key hashing for complete per-instance uniqueness across ALL scripts
- Created centralized channel configuration system in ChannelConfig.lsl
- Updated Main.lsl to use dynamic channels for all communications:
- Sync, Dialog, Roll Dialog, Bot Commands (calculated ranges ~-77100 to ~-77500)
- Scoreboard channels (3 separate channels for different message types)
- Floater base channels with dynamic indexing
- Updated ALL supporting scripts with dynamic channel configuration:
- Bot Manager: Dynamic bot command channel (~-77500 range)
- Roll Confetti Module: Dynamic scoreboard channels for status/dice display
- Owner/Player Dialog Handler: Dynamic main dialog channel (~-77400 range)
- Number Picker Dialog Handler: Dynamic number pick channel (~-77200 range)
- Game_Scoreboard_Manager: All 3 scoreboard channels dynamically configured
- Helper: Removed hardcoded dialog usage, delegated to proper handlers
- Added collision avoidance through owner-specific hash offsets
- Maintained backward compatibility with legacy channel variables where needed
- Added comprehensive channel reporting for debugging across all scripts
- COMPREHENSIVE SCAN COMPLETED: All hardcoded channels eliminated from critical scripts
🎯 IMPLEMENTATION ORDER
Phase 1: Critical Functionality (✅ COMPLETED)
- ✅ Timer Event Conflicts - COMPLETED
- ✅ Dialog Race Conditions - COMPLETED
Phase 2: Edge Case Handling (✅ COMPLETED)
- ✅ Bot Validation Logic - COMPLETED
- ✅ Memory Usage Monitoring - COMPLETED
Phase 3: Compatibility (✅ COMPLETED)
- ✅ Channel Number Conflicts - COMPLETED
📋 TESTING CHECKLIST
After each fix, test:
- Game starts properly with 2-10 players
- Status messages display and clear correctly
- Dialogs show to correct players
- Bots pick appropriate numbers of picks
- Memory usage stays reasonable during long games
- No channel conflicts with other objects
- Game resets work properly
- All error conditions handled gracefully
🚨 NOTES
- Backup all scripts before making changes
- Test each fix individually before moving to next
- Monitor error logs during testing
- Check memory usage with
llGetUsedMemory()during testing - Test with maximum players (10) to stress test
Created: 2025-01-08 Status: Ready for implementation