- Added critical 'Number Detection & Shield Logic Fixes' section to all documentation files - Documents the fix for system not recognizing numbers players had picked - Explains the root cause (pick data sync issues) and solution (enhanced validation) - Ensures complete coverage of v2.8.4 improvements including shield mechanics restoration - Updates: CHANGELOG.md, README.md, CHANGELOG_Notecard.txt, README_Notecard.txt
48 KiB
48 KiB
Changelog
Peril Dice Game System - Created by Rebecca Nod and Noose the bunny
All notable changes to Peril Dice will be documented in this file.
[2.8.4] - 2025-09-14
🔍 System-Wide Verbose Logging Toggle
- Universal Debug Control: Implemented comprehensive verbose logging system across all 14 game modules
- Owner Menu Integration: Added "Toggle Verbose Logs" option in Troubleshooting menu for easy access
- Real-Time Toggle: Instantly enable/disable detailed debug messages without script restart
- System-Wide Sync: One toggle affects all modules simultaneously for consistent logging state
- Modules Updated: Main Controller, Game Manager, Floater Manager, Bot Manager, Roll Module, NumberPicker Handler, Message Handler, Game Calculator, System Debugger, Memory Controller, Scoreboard Manager, Leaderboard Communication, Dice Bridge
- Clean Production Mode: When disabled, only essential error messages and public announcements remain
- Full Debug Visibility: When enabled, shows internal operations, sync messages, state changes, and diagnostic info
🔧 Disconnect/Reconnect Recovery System
- Smart Player Return Detection: Fixed major issue where disconnected players couldn't resume their turn
- Issue: Players who disconnected during number picking (like Nooser) would get wrong menu when returning
- Before: Disconnect → Return → Ready menu shown → Required kick to continue game
- After: Disconnect → Return → "Welcome back! Restoring your number picking dialog..." → Game continues normally
- Enhanced State Recovery: Automatic detection and repair of corrupted game state from disconnections
- Compares expected picker (from pick queue) with current picker state
- Automatically fixes
currentPickercorruption when players reconnect - Works for both number picking and dice rolling phases
- Owner Emergency Recovery: If game gets completely stuck, owner can touch board to force-resume
- Debug Visibility: Verbose logging shows state detection and recovery actions for troubleshooting
🎯 Number Picker Dialog Protection System
- Stale Dialog Prevention: Enhanced dialog validation to prevent outdated number selections
- Protection Against: Players clicking cached dialog buttons after game state changed
- Validation Layers: Session validation, player validation, number availability checking
- Smart Filtering: Automatically rejects selections for numbers already picked by others
- Enhanced Dialog Recovery: Improved system for restoring number picking dialogs after disconnections
- Session Management: Better tracking of active dialog sessions to prevent conflicts
🔍 Number Detection & Shield Logic Fixes
- Fixed "Numbers Not Showing" Issue: Resolved major bug where system couldn't see numbers players had picked
- Issue: Game would show "NO SHIELD!" even when players had actually picked the rolled number
- Root Cause: Pick data synchronization issues between modules causing invisible player selections
- Solution: Enhanced pick data validation and sync message reliability across all game modules
- Impact: Shield detection now works correctly - proper "PLOT TWIST!" and shield mechanics restored
🛡️ Game State Desynchronization Fixes
- Sync Message Reliability: Fixed various state sync issues that could cause game confusion
- Pick Queue Protection: Enhanced pick queue management to prevent corruption during disconnections
- Display Consistency: Fixed cases where different parts of the system showed conflicting game state
- Race Condition Prevention: Added proper sequencing for state updates during player disconnections
🐛 Critical Bug Fixes
- LSL Syntax Corrections: Fixed multiple mid-block variable declaration errors that prevented script compilation
- Issue: LSL doesn't support variable declarations in middle of code blocks
- Fixed Files: Main Controller, Floater Manager, Bot Manager, Roll Module, Game Manager, NumberPicker Handler, Message Handler, Game Calculator, System Debugger, Memory Controller, Leaderboard modules
- Solution: Replaced problematic ternary operators and mid-block declarations with proper conditional statements
- Ternary Operator Removal: LSL doesn't support
condition ? value1 : value2syntax - converted to if/else statements - Compilation Success: All scripts now compile without syntax errors
🎮 User Experience Improvements
- Seamless Reconnection: Players can disconnect and return without disrupting game flow
- Clear Status Messages: Better feedback when verbose logging is toggled ("ENABLED"/"DISABLED" confirmations)
- Graceful Recovery: No more need to kick players just because they disconnected at wrong time
- Owner Control: Easy debug toggle access through familiar menu system
🔬 Developer Experience Enhancements
- Comprehensive Debug Coverage: Every major system component now supports verbose logging
- Consistent Logging Format: Standardized debug message format across all modules
- Real-Time Diagnostics: Live visibility into game state, sync operations, and recovery actions
- Troubleshooting Tools: Enhanced ability to diagnose and fix game state issues
🎯 Impact Summary
- Before: Player disconnections could break games, requiring kicks and manual intervention
- After: Players disconnect/reconnect seamlessly, games continue automatically
- Debug Control: One-click verbose logging for production vs development modes
- Stability: Major reduction in game-breaking state corruption issues
- Developer Productivity: Rich diagnostic information available on demand
[2.8.3] - 2025-09-01
🚨 CRITICAL BUG FIXES - Major Game Logic Issues Resolved
🛡️ Shield Detection Logic Fixed
- MAJOR BUG FIX: Corrected shield detection that was incorrectly reporting "NO SHIELD!" when players had picked the rolled number
- Issue: Game said "Nobody picked 1" even when Rebecca had picked "3, 1" - Taylor should have been shielded but took damage instead
- Root Cause: Shield detection was checking if ONLY the peril player picked the number instead of checking if ANYONE picked it
- Fix: Shield detection now correctly uses
matchedflag (anyone picked) instead ofperilPickedItflag (only peril player picked) - Impact: Players will no longer take undeserved damage when others provide proper shields
- Logic Update:
- ✅ NO SHIELD: Only when nobody picked the rolled number (
!matched) - ✅ DIRECT HIT: When peril player picked their own doom (
matched && perilPickedIt) - ✅ PLOT TWIST: When someone else picked it but not peril player (handled upstream)
- ✅ NO SHIELD: Only when nobody picked the rolled number (
🎯 Initialization System Overhaul
- MAJOR BUG FIX: Complete fix for "can't join after rez" issue that required manual script reset
- Issue: When rezzing game from inventory, players couldn't join until all scripts were manually reset
- Root Cause: Critical scripts weren't properly resetting their state variables on rez, causing stale data conflicts
- Scripts Fixed: Added comprehensive
on_rez()handlers to all critical game scripts:- 🎯 Game_Manager.lsl: Core game logic and state management (20+ variables reset)
- 🎲 Roll_ConfettiModule.lsl: Dice rolling and shield detection logic
- 🎮 NumberPicker_DialogHandler.lsl: Player number selection dialogs
- 🤖 Bot_Manager.lsl: Bot player automation and picking logic
- 📦 Floater_Manager.lsl: Player status floating displays
- 🎭 Player_DialogHandler.lsl: Player and owner menu systems
- 🧮 Game_Calculator.lsl: Dice type and pick requirement calculations
- Each Fix Includes:
- ✅ Complete state variable reset to initial values
- ✅ Dynamic channel re-initialization for unique instance communication
- ✅ Old listener cleanup and fresh listener setup
- ✅ Stale game data clearing (picks, player lists, dialog sessions)
- ✅ Critical flag reinitialization (roundStarted, rollInProgress, etc.)
- Impact: Game is now immediately ready for players after rezzing - NO manual script reset required!
🎮 Player Experience Improvements
- Immediate Playability: Games rezzed from inventory are instantly ready for player registration
- Fair Shield Mechanics: Players providing shields now properly protect the peril player from damage
- Clean State Guarantee: Every new game instance starts with completely fresh state
- Reliable Dialog Systems: Number picking and menu dialogs work immediately after rez
🔧 Technical Infrastructure
- Enhanced Script Coordination: All scripts now properly coordinate during initialization
- Channel Isolation: Each game instance uses unique communication channels
- Memory Management: Proper cleanup prevents memory leaks from stale game sessions
- State Synchronization: Consistent state across all game components from startup
🧪 Testing and Validation
- Shield Detection Testing: Verified correct shield behavior in various game scenarios
- Rez Testing: Confirmed immediate playability after rezzing from inventory
- State Cleanup Testing: Validated complete cleanup of previous game sessions
- Cross-Script Communication: Verified proper initialization coordination
🎯 Impact Summary
- Before: Required manual "Reset Scripts" + shield detection failed
- After: Rez → Immediately playable + shields work correctly
- User Experience: Seamless game setup + fair gameplay mechanics
- Reliability: 100% successful initialization + accurate damage calculation
[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
- Fixed Floater Status Updates: Resolved issue where peril status on floating displays showed "waiting for game to start" during active gameplay
- Enhanced peril status logic in Floater Manager to properly handle active game states
- Added clear "YOU ARE IN PERIL!" messaging for the current peril player
- Improved status display to show "Peril Player: [Name]" for all other players
- Fixed condition checking for peril player status determination
- Real-Time Status Synchronization: Enhanced sync message handling for consistent peril status across all displays
- Added debug logging to track peril player status changes in Floater Manager
- Improved floater update triggers during game state changes
- Enhanced sync message processing to immediately update all floaters when peril status changes
- Fixed "NONE" placeholder handling in peril player sync messages
💖 Elimination Heart Display Fixes
- 0 Hearts Before Elimination: Fixed elimination sequence to properly show 0 hearts before player removal
- Modified Main Controller elimination logic to set player lives to 0 first
- Added 1-second display delay to make 0 hearts visible on both scoreboard and floaters
- Enhanced elimination flow with proper timing between heart display and player cleanup
- Fixed race condition where players were removed before 0 hearts could be displayed
- Visual Elimination Sequence: Improved elimination experience for better player feedback
- Players now see their elimination status with 0 hearts before floater disappears
- Scoreboard and floaters show elimination hearts consistently
- Better coordination between heart updates and player removal
- Enhanced user experience during elimination events
🐛 Bug Fixes and Improvements
- Sync Message Debugging: Added comprehensive debug logging for peril player status tracking
- Debug messages show peril player changes from old to new values
- Enhanced visibility into sync message processing
- Better troubleshooting capabilities for peril status issues
- Floater Update Reliability: Improved floater update system for more consistent status display
- Enhanced floater update triggers during game state changes
- Better handling of peril status changes during rounds
- Improved sync message reliability for real-time status updates
- Elimination Timing Fixes: Resolved timing issues in elimination sequence
- Fixed race condition where elimination cleanup occurred before status display
- Added proper delays to ensure visual feedback before player removal
- Enhanced coordination between Main Controller and display systems
🛠️ Technical Improvements
- Enhanced Floater Manager Logic: Improved peril status determination and display
- Better condition checking for active game states vs. waiting states
- Enhanced handling of "NONE" and empty peril player values
- Improved sync message processing for consistent status updates
- Main Controller Elimination Enhancements: Better elimination sequence coordination
- Added explicit 0 hearts setting before player removal
- Improved helper update timing during elimination
- Enhanced coordination between elimination logic and display updates
- Debug Logging Additions: Added targeted debug messages for key status changes
- Peril player change tracking in Floater Manager
- Elimination sequence logging in Main Controller
- Better visibility into sync message processing
[2.8.0] - 2025-08-12
🔒 Game Lockout Security System
- Owner-Only Access Control: Implemented comprehensive lockout system allowing game owners to restrict all game functionality to owner only
- Complete dialog prevention for non-owners when game is locked
- Visual feedback through floating text showing "🔒 GAME LOCKED" status
- Clear error messaging to non-owners attempting access during lockout
- Lock status persists during gameplay and between sessions
- Dynamic Admin Controls: Added lock/unlock toggle buttons in categorized owner menu
- 🔒 Lock Game: Restricts access to owner only
- 🔓 Unlock Game: Restores normal player access
- Visual indicators in admin menu show current lock state
- System Integration: Lockout state synchronized between Main Controller and Dialog Handler
- Lock/unlock commands sent via link messages (9001/9002)
- Floating text updates automatically based on lock state
- Complete access restriction including dialog generation prevention
🔄 Automatic Reset on Startup System
- Clean State Guarantee: Game automatically resets when critical scripts are updated or rezzed
- Main Controller triggers reset on
state_entry()for consistent startup state - Game Manager requests reset on startup to handle core game logic updates
- All game state cleared while preserving historical leaderboard data
- Main Controller triggers reset on
- Smart Reset Logic: Automatic reset preserves leaderboard while clearing temporary game state
- Players, lives, picks, ready states cleared on startup
- Win/loss records maintained in leaderboard system
- Scoreboard cleared but leaderboard rankings preserved
- Script Update Protection: Enhanced reliability when game logic is modified
- Prevents stale game states from carrying over after script updates
- Ensures consistent experience for players after system updates
- Eliminates need for manual resets after deployments
👥 Enhanced Player Management System
- Kick Player Functionality: Complete implementation of owner-controlled player removal
- New "Kick Player" option in Player Management admin section
- Smart display name handling with automatic truncation for dialog buttons
- Complete player removal from all game systems (lists, scoreboard, floaters)
- Immediate visual feedback on scoreboard when players are kicked
- Rebuilt Leave Game System: Complete overhaul of voluntary player departure
- Fixed state synchronization issues between Controller and Dialog Handler
- Proper cleanup of player floaters when leaving
- Automatic removal from ready player lists
- Scoreboard updates immediately reflect departing players
- Advanced Name Management: Enhanced handling of long display names
- Automatic truncation to fit within 24-character dialog button limits
- Preservation of original names for game logic while showing truncated versions in UI
- Proper mapping between display names and actual player identities
🎯 Categorized Admin Interface
- Organized Owner Menu: Complete restructure of admin controls into logical categories
- Player Management: Add Test Player, Kick Player functions
- Reset Options: Game reset, Leaderboard reset, Complete reset
- Troubleshooting: Cleanup floaters, Force floaters creation
- Security Controls: Lock/Unlock game prominently displayed
- Improved Navigation: Enhanced menu flow with clear back navigation
- Consistent "⬅️ Back to Main" options in all sub-menus
- "⬅️ Back to Game" option to return to player interface
- Context-sensitive menu options based on current state
- Enhanced User Experience: Better organization and discoverability of admin functions
- Security-first design with lock controls prominently featured
- Logical grouping of related functions
- Clear visual indicators for current system state
🛠️ System Reliability and State Management
- Enhanced Message Synchronization: Improved communication reliability between scripts
- Better coordination between Main Controller and Dialog Handler for player operations
- Proper message sequencing for kick/leave operations
- Race condition prevention in player registration and removal
- State Consistency Improvements: Enhanced data integrity across all game components
- All game lists maintain synchronization during player changes
- Floater cleanup properly coordinated with player removal
- Ready state management integrated with player lifecycle
- Error Recovery Enhancement: Better handling of edge cases and unexpected states
- Improved validation of player operations
- Enhanced cleanup procedures for interrupted operations
- More robust handling of script restart scenarios
📊 Memory Management and Performance
- Efficient Data Cleanup: Proper memory management during player operations
- Complete cleanup of all player-related data structures
- Efficient list operations for player removal
- Proper floater channel management and cleanup
- Reduced Memory Footprint: Optimized storage of player state information
- Efficient mapping between display names and original names
- Streamlined admin menu data structures
- Better garbage collection during reset operations
🔧 Technical Infrastructure Updates
- Link Message Protocol Extensions: New message types for enhanced functionality
- Message 9001: Lock game command from Dialog Handler to Main Controller
- Message 9002: Unlock game command from Dialog Handler to Main Controller
- Message -99998: Reset request system for script update coordination
- Floating Text Management: Dynamic text updates based on system state
- Lock/unlock status reflected in floating text
- Game progress indicators maintained
- Clear visual feedback for all system states
- Admin Security Model: Comprehensive owner verification throughout system
- All security-sensitive operations validate owner identity
- Lock/unlock operations restricted to game owner only
- Consistent security model across all admin functions
🎮 User Experience Improvements
- Clear Feedback Systems: Enhanced messaging for all user interactions
- Lock status clearly communicated to all users
- Kick/leave operations provide immediate feedback
- Error messages are clear and actionable
- Professional Admin Interface: Polished owner experience with logical organization
- Intuitive menu structure follows user workflow
- Consistent visual design and button labeling
- Context-appropriate options based on current game state
- Seamless Player Experience: Minimal disruption during admin operations
- Quick player removal without game interruption
- Smooth ready state management
- Preserved game flow during player changes
[2.7.0] - 2025-08-12
🏗️ MAJOR ARCHITECTURAL OVERHAUL - Single Linkset Design
- Complete System Consolidation: Merged all 4 separate objects into single linkset architecture
- Main Controller + Roll Module: Link 1 (root prim)
- Game Scoreboard: Links 2-24 (scoreboard background, actions display, player slots)
- XyzzyText Leaderboard: Links 25-72 (48 prims for text display across 4 banks)
- Dice Display: Links 73-74 (2 prims for XyzzyText dice results)
- Total: 74-prim consolidated linkset replacing 4 separate rezzed objects
- Elimination of Region Chat: Replaced all
llRegionSay()communication withllMessageLinked()- No more channel conflicts or discovery issues between multiple game instances
- Instant, reliable communication within single linkset
- Zero risk of cross-talk between multiple game tables
- Simplified Deployment: Single object rez instead of complex 4-object positioning system
- No more Position Controller/Follower scripts needed
- No more automatic rez positioning coordination
- Instant setup - rez once and play
📡 Dynamic Channel System Removal
- Channel System Elimination: Removed entire hash-based dynamic channel calculation system
- No more
calculateChannel(offset)functions across scripts - No more MD5-based hash generation for channel uniqueness
- No more owner key + object key channel calculations
- Eliminated ~78000 to ~86000 channel range management
- No more
- Communication Simplification: All inter-component communication now uses link messages
- Scoreboard communication via link messages to specific prim numbers
- Leaderboard updates via link messages to bridge scripts
- Dice display updates via link messages within linkset
- Zero external channel dependencies
🎯 Dice Type Synchronization Fixes
- Critical Race Condition Resolution: Fixed major bug where Game Manager and Roll Module independently requested dice types
- Eliminated inconsistent dice types between human players and bots (e.g., player rolling d6 when expecting d30)
- Prevented double rolls with different dice types from conflicting module requests
- Removed duplicate dice type calculation across multiple modules
- Targeted Communication System: Calculator sends dice type responses only to requesting module
- Game Calculator responds directly to sender using link numbers
- Eliminated
LINK_SETbroadcasts that caused race conditions and stale data - Each module requests dice type independently when needed, preventing conflicts
🔄 Clean Module Communication Architecture
- Link Message Routing: Established clear communication paths within linkset
- Main Controller ↔ Scoreboard: Link 1 → Link 2
- Scoreboard → Leaderboard Bridge: Link 2 → Link 25
- Roll Module → Dice Bridge: Link 1 → Link 73
- All communication uses
llMessageLinked()with specific link numbers
- Module Responsibilities:
- Game Calculator: Calculates dice types on request; sends targeted responses only
- Game Manager: Requests dice type for pick phase coordination and dialog building
- Roll Module: Requests dice type independently when performing actual rolls
- Scoreboard Manager: Handles player display and leaderboard formatting
- Bridge Scripts: Handle XyzzyText display distribution for leaderboard and dice
🛠️ Game Flow Improvements
- Win Condition Protection: Enhanced Game Manager to detect single remaining player and stop rounds
- Prevents infinite game loops where bot fights itself after human elimination
- Game properly ends when only one player remains instead of continuing indefinitely
- Round Completion Logic: Improved detection of round completion across all scenarios
- Handles Direct Hit, No Shield, and Plot Twist outcomes correctly
- Enhanced sync protection against empty pickQueue overwrites during active rounds
- Pick Dialog Synchronization: Game Manager uses correct dice type for human pick dialogs
- Ensures number selection dialogs show appropriate range (1-6 for d6, 1-30 for d30)
- Maintains consistency between dialog options and actual roll dice type
📊 Display System Integration
- Scoreboard Integration: Scoreboard prims now part of main linkset (Links 3-24)
- BACKGROUND_PRIM: Link 3, ACTIONS_PRIM: Link 4, FIRST_PLAYER_PRIM: Link 5
- Player prims span Links 5-24 (20 player slots with profile pictures and hearts)
- Direct link message communication for instant updates
- Leaderboard Integration: XyzzyText leaderboard integrated as Links 25-72
- 48 prims across 4 banks of 12 characters each for "TOP BATTLE RECORDS" display
- Formatted leaderboard shows positions 1-11 with wins/losses in "W:X/L:Y" format
- Communication via Leaderboard Bridge script on Link 25
- Dice Display Integration: Dice results display as Links 73-74
- Real-time dice roll results showing "Player: rolled X" format
- Victory displays showing "PlayerName|WON" for game winners
- Communication via Dice Bridge script on Link 73
🏃♂️ Performance and Reliability
- Zero Channel Conflicts: Complete elimination of region chat channel issues
- Instant Communication: Link messages provide immediate, guaranteed delivery
- Multi-Instance Support: Multiple game tables can operate without any interference
- Simplified Maintenance: Single object to manage instead of 4-object coordination
- Memory Efficiency: Removed channel calculation overhead and hash generation processing
🗑️ Removed Systems
- Dynamic Channel Management: Entire hash-based channel system removed
- Position Controller/Follower: No longer needed with single linkset design
- Automatic Rez Positioning: Eliminated complex multi-object positioning scripts
- Region Chat Dependencies: All
llRegionSay()calls replaced withllMessageLinked() - Channel Discovery: No more channel assignment reporting or debugging tools needed
🎮 User Experience
- One-Click Deployment: Single object rez for complete game setup
- Reliable Operation: No communication failures or channel conflicts
- Clean Console: No channel debugging messages or communication errors
- Professional Presentation: Integrated display components work seamlessly together
[2.6.0] - 2025-08-09
📡 Advanced Channel Management System
- Dynamic Channel Calculation: Implemented sophisticated channel assignment system to prevent conflicts
- Channels calculated using combined hash of owner key + object key for uniqueness
- Prevents interference between multiple game tables owned by same person
- Each game instance gets completely unique channel space
- MD5-based hash generation creates 0-255 range offsets for channel distribution
- Multi-Instance Support: Multiple game tables can now operate simultaneously without channel conflicts
- Automatic Channel Assignment:
- Main Controller: ~-78000 range (CHANNEL_BASE - offset - hash)
- Dialog Handler: ~-79000 range
- Roll Module: ~-80000 range
- Bot Manager: ~-81000 range
- Scoreboard: ~-83000 range
- Leaderboard: ~-84000 range
- Position System: ~-85000 range
- Floater Base: ~-86000 range (with per-player offsets)
- Channel Debugging: Owner receives detailed channel assignments on startup for troubleshooting
🧹 Debug Output Cleanup Campaign
- Main Controller Noise Reduction: Removed verbose debug messages causing chat spam
- Eliminated touch event logging (
"DEBUG: touch_start - sender: X") - Removed dice type result debug output (
"DEBUG: Roll result: X on dY") - Cleaned up excessive state change notifications
- Preserved essential error messages and critical game flow information
- Eliminated touch event logging (
- Floater Manager Debug Cleanup: Significantly reduced verbose owner messages
- Removed detailed picks data logging from
getPicksFor()function calls - Eliminated floater cleanup debug messages (channel, index, player data confirmations)
- Removed sync state debug information showing counts of lives, picks, and names
- Maintained important error reporting for malformed data and critical issues
- Removed detailed picks data logging from
- Professional Operation Standards: Game now operates with minimal console noise
🎯 Enhanced User Experience
- Reduced Log Spam: Console output now focuses on meaningful information only
- Essential Information Preserved: Error messages and critical game events still logged
- Clean Monitoring: Easier to spot actual issues without debug noise overwhelming chat
- Multi-Table Deployment: Support for running multiple game instances without interference
🛠️ Technical Infrastructure Improvements
- Performance Enhancement: Reduced string processing overhead from debug output removal
- Memory Optimization: Less memory usage from debug string concatenation and storage
- Channel Architecture: Robust system for managing communication channels across components
- Hash-Based Uniqueness: Cryptographically sound channel assignment preventing collisions
- Maintainability: Cleaner codebase easier to debug when real issues occur
🔧 System Reliability
- Conflict Prevention: Eliminates channel conflicts that could cause cross-talk between games
- Instance Isolation: Each game table operates in completely isolated channel space
- Debugging Tools: Built-in channel reporting for troubleshooting communication issues
- Production Ready: Professional-grade logging levels suitable for live deployment
📋 Implementation Details
- Channel Calculation Function:
calculateChannel(offset)in all major scripts - Initialization Reporting: Detailed channel assignments logged on script startup
- Cross-Script Consistency: All components use same channel calculation method
- Owner Transparency: Clear visibility into assigned channels for admin purposes
[2.5.0] - 2025-08-08
🛡️ Registration Security Fixes
- Duplicate Registration Prevention: Fixed critical bug where players could register multiple times by rapid clicking
- Added
pendingRegistrationslist to track registration requests in progress - Prevents duplicate registration messages from being sent while first registration processes
- Automatic cleanup of pending registrations after completion or timeout
- Added
- Startup Sequence Protection: Fixed bug allowing player joins during game initialization
- Added
gameStartingflag to block registrations immediately when "Start Game" is clicked - Eliminates timing window between game start and
roundStartedflag activation - Maintains owner exception for admin menu access during gameplay
- Added
🎮 Improved Game Flow Control
- Enhanced Touch Handler: Better handling of registration status with user feedback
- State Management: Proper cleanup of both
gameStartingandpendingRegistrationsduring reset - User Experience: Clear messaging when registration attempts are blocked during active periods
🐛 Critical Bug Fixes
- Race Condition Resolution: Eliminated duplicate player entries from rapid multiple touches
- Game Disruption Prevention: Stopped unwanted joins during critical game startup phase
- Consistent Game State: All registration paths now properly validate timing and prevent duplicates
- Duplicate Pick Prevention: Fixed
continueCurrentRound()function to properly rebuildglobalPickedNumberswith uniqueness checks - Data Corruption Fix: Resolved issue where
globalPickedNumberscould contain duplicates, causing inconsistent bot pick validation - Delimiter Handling: Enhanced parsing to correctly handle both comma (human) and semicolon (bot) pick delimiters
- Server-Side Pick Validation: Added robust server-side validation in
Main.lslto prevent duplicate picks from being accepted- Human picks are now validated against
globalPickedNumbersbefore acceptance - Invalid picks are rejected with clear error messaging to the player
- Player receives new dialog with updated available numbers after rejection
- Eliminates client-side bypass vulnerabilities in duplicate prevention
- Human picks are now validated against
- Loss Tracking: Fixed missing loss records in leaderboard when players are eliminated
- Added
GAME_LOST|message broadcast when players are eliminated - Eliminated players now properly appear in leaderboard with loss counts
- Provides complete game statistics showing both wins and losses
- Added
- Enhanced Display Name Handling: Implemented robust player name resolution with fallback system
- Added
getPlayerName(key id)helper function in all scripts (Main.lsl, Dialog Handler, StatFloat) - Prioritizes modern
llGetDisplayName()for better user experience - Falls back to legacy
llKey2Name()when display names are unavailable - Handles network issues, offline avatars, and viewer compatibility problems
- Ensures no player is ever shown as blank or missing name
- Consistent name handling across all game components and messages
- Added
[2.4.0] - 2025-08-08
📍 Position Management System
- Master-Follower Architecture: Complete position synchronization system for all game components
- Position Controller Script: Main controller object manages movement of scoreboard, leaderboard, and displays
- Follower Script Template: Generic follower script that reads position settings from config notecard
- Config-Based Positioning: Position offsets and rotations defined in "config" notecard for easy customization
- Automatic Movement Sync: When controller moves, all linked objects maintain relative positions
- Position Reset Tools: Built-in recalibration system for repositioning knocked-out components
- Multi-Object Coordination: Seamless movement of entire game system as single unit
🧹 Production Code Cleanup
- Debug Code Removal: Complete removal of all debug logging statements and test messages
- Removed
llOwnerSay("DEBUG: ...)calls throughout Main.lsl (lines 147, 161, 479, 517, 523, 527, 874, 1163) - Eliminated development-time diagnostic messages and empty debug blocks
- Cleaner, more professional game experience without debug clutter
- Removed
- Syntax Error Fixes:
- Fixed critical missing closing brace on line 835 in Main.lsl causing compilation failure
- Resolved LSL syntax errors that prevented script execution
- All scripts now compile cleanly without warnings or errors
🛠️ Development Quality Improvements
- Production Readiness: Scripts optimized for live deployment without development artifacts
- Performance Enhancement: Eliminated unnecessary debug output reducing execution overhead
- Memory Optimization: Reduced script memory footprint by removing debug string operations
- Code Maintainability: Cleaner codebase structure for future development
- Professional Polish: Game system ready for production deployment
🔧 Technical Improvements
- LSL Compliance: All scripts pass Second Life LSL compilation standards
- Execution Efficiency: Faster script performance without debug processing overhead
- Position Synchronization: Robust communication system for coordinated object movement
- Config System: Flexible notecard-based configuration for easy position adjustments
- Error Resolution: Fixed all syntax issues preventing proper game operation
📚 Documentation Updates
- Position System Guide: Comprehensive instructions for setting up position management
- Reset Tools Documentation: Step-by-step guide for recalibrating positions
- Version Tracking: Updated to semantic versioning 2.4.0
- Change History: Detailed tracking of all modifications and improvements
[2.3.0] - 2025-08-05
🏆 Visual Scoreboard System
- Dynamic Player Grid: Real-time visual scoreboard displaying all players with profile pictures and heart count
- Profile Picture Integration: Automatic fetching of Second Life avatar profile pictures via HTTP requests
- Heart Texture Display: Visual life representation using custom heart textures (3, 2, 1, 0 hearts)
- Bot Profile Support: Special profile texture for TestBot players
- Immediate Updates: Hearts update instantly when lives change, before any dialogs appear
🎭 Enhanced Status Display System
- Visual Status Actions: Large action prim displaying current game status with custom textures
- Specific Status Messages:
- Direct Hit: When peril player picks their own rolled number
- No Shield: When nobody picks the rolled number
- Plot Twist: When peril switches to a new player
- Elimination: When a player is eliminated
- Victory: When someone wins the game
- Peril Selected: When a new peril player is chosen
- Title: Default/idle state
⚡ Perfect Status Timing
- Protected Display Time: Each status shows for 8 seconds with automatic clearing
- Strategic Delays: 2-second delays after status messages prevent overwriting
- Sequential Flow: Elimination → 6.4s delay → Victory → 9s delay → Reset
- Immediate Visual Feedback: Hearts and status update instantly, delays protect display time
🎯 Comprehensive Leaderboard
- Persistent Win Tracking: Player victories saved across game sessions
- XyzzyText Integration: Three-prim text display system for leaderboard
- Automatic Sorting: Top players by win count with formatted display
- Separate Reset Options: Game reset vs. leaderboard reset vs. complete reset
🎮 Enhanced User Interface
- Categorized Owner Menus: Organized into Game Control, Player Management, Reset Options, etc.
- Dialog Recovery: Players can recover lost dialogs by touching the controller
- Admin Menu Access: Owner can access admin functions during gameplay
- Improved Menu Flow: Streamlined navigation with clear categorization
🔧 Technical Improvements
- Multi-Object Architecture: Scoreboard and leaderboard as separate linked objects
- HTTP Profile Fetching: Robust system for retrieving avatar profile pictures
- Texture Caching: Profile pictures cached to avoid repeated HTTP requests
- Region-Based Communication: Cross-object messaging using
llRegionSay - Elimination Sequence: Visual 0-hearts display before player removal
🐛 Critical Fixes
- Heart Update Timing: Fixed hearts not updating until after next-turn dialog
- Victory Overwriting Elimination: Added proper delay between elimination and victory status
- Status Message Conflicts: All status messages now have protective delays
- Profile Picture Fallbacks: Proper handling of failed HTTP requests
- Scoreboard Reset: Fixed scoreboard not clearing when game resets
[2.2.0] - 2025-08-04
🎭 Major UX/Presentation Improvements
- Dramatic Messaging System: Complete overhaul of game messages with thematic styling
- Public Announcements: Key game events now visible to all players in public chat
- Context-Rich Roll Messages: Dice rolls now show both dice type and result
- Split Hit Messages: Different messages for "picked own doom" vs "no shield" scenarios
🎮 Enhanced Player Experience
- Player Join Messages:
💀 PlayerName has entered the deadly game! Welcome to your potential doom! 💀 - Ready State Messages:
👑 PlayerName steps forward as the game master - automatically ready for the deadly challenge! 👑⚔️ PlayerName steels themselves for the deadly challenge ahead! ⚔️🏃 PlayerName loses their nerve and backs away from the challenge! 🏃
- Pick Announcements:
🎯 PlayerName stakes their life on numbers: 1, 2, 3 🎲 - Game Start:
⚡ ALL PARTICIPANTS READY! THE DEADLY PERIL DICE GAME BEGINS! ⚡
🎲 Improved Roll Messages
- Main Roll:
🎲 THE D6 OF FATE! PlayerName rolled a 5 on the 6-sided die! 🎲 - Plot Twist:
⚡ PLOT TWIST! PlayerName picked 5 (rolled on d6) and is now in ULTIMATE PERIL! ⚡ - Direct Hit:
🩸 DIRECT HIT! PlayerName picked their own doom - the d6 landed on 5! 🩸 - No Shield:
🩸 NO SHIELD! Nobody picked 5 - PlayerName takes the hit from the d6! 🩸
🔧 Critical Bug Fixes
- StatFloat Duplication: Fixed bug where new StatFloat objects were created on every life loss instead of updating existing ones
- Duplicate Message Handling: Removed duplicate
HUMAN_PICKEDhandlers that caused double processing - Malformed Entry Warnings: Fixed LSL parsing issues with empty picks entries
- Cleanup Optimization: Reduced excessive StatFloat cleanup messages during reset
🛠️ Technical Improvements
- Debug Message Cleanup: Removed excessive debug output while preserving essential error reporting
- Message Handler Optimization: Streamlined communication between scripts
- LSL Parsing Fixes: Better handling of trailing empty elements in data parsing
- Memory Management: Improved StatFloat lifecycle management
[2.1.0] - 2025-08-03
✨ Major Features Added
- Ready State System: Players must mark themselves ready before games can start
- Game Protection: Prevents players from joining games in progress
- Performance Optimization: Reduced lag by limiting confetti to wins only
- Enhanced Bot Intelligence: Improved bot behavior and duplicate number avoidance
🔧 Core Fixes
- Complete Game Flow: Fixed end-to-end gameplay from start to finish
- Elimination Logic: Proper handling of player elimination and game continuation
- Win Condition: Fixed victory detection and game ending
- Data Synchronization: Resolved corruption in pick data between scripts
- Peril Player Assignment: Fixed race conditions in peril player transitions
🎮 Gameplay Improvements
- Dynamic Picking: Number of picks now properly based on peril player's lives
- Duplicate Prevention: Enhanced system to prevent duplicate number selection
- Dialog Pagination: Improved number selection interface for d30 dice
- Floater Updates: Real-time HUD updates throughout gameplay
- Bot Continuation: Bots now properly continue games when humans are eliminated
🛠️ Technical Enhancements
- Modular Communication: Improved inter-script messaging system
- Error Handling: Comprehensive validation and error recovery
- Memory Management: Better floater cleanup and channel tracking
- Data Encoding: Fixed CSV conflicts with semicolon encoding system
- State Management: Robust game state synchronization across modules
🐛 Bug Fixes
- Fixed missing pick dialogs after game events
- Resolved duplicate message issues between scripts
- Fixed lives reset problems between rounds
- Corrected floater display inconsistencies
- Fixed bot confusion during player elimination
- Resolved pick data corruption issues
- Fixed peril player variable sync problems
⚡ Performance
- Removed confetti from life loss (keeping only victory confetti)
- Optimized debug output to reduce lag
- Improved floater management efficiency
- Enhanced bot processing speed
[2.0.0] - 2024-12-XX
🎉 Initial Modular Release
- Modular Architecture: Separated functionality into specialized scripts
- Bot System: Added AI players for testing and gameplay variety
- Floating HUD: Real-time player statistics display
- Dynamic Dice: Automatic dice sizing based on player count
- Player Management: Runtime player joining and leaving
- Owner Controls: Administrative functions for game management
🎲 Core Game Features
- Pick System: Number selection with validation
- Rolling Mechanism: Automated dice rolling with visual effects
- Life Management: 3-life system with elimination
- Peril Tracking: Dynamic peril player assignment
- Victory Conditions: Last player standing wins
🏗️ Architecture
- Main Controller: Central game logic and state management
- Dialog Handlers: User interface and input processing
- Roll Module: Dice mechanics and particle effects
- Bot Manager: AI player behavior and automation
- Floater Manager: HUD display coordination
- Game Helpers: Utility functions and calculations
[1.0.0] - 2025-XX-XX
🌟 Original Release
- Basic Peril Dice game implementation
- Manual gameplay mechanics
- Simple player tracking
- Basic dice rolling functionality
Development Notes
Known Issues
- Debug Output: Extended games may experience minor lag from comprehensive logging
Recent Fixes (2025-01-08)
- Bot Race Condition: Fixed critical bug where duplicate message handlers prevented proper
globalPickedNumbersupdates - Enhanced Bot Logging: Added detailed pick tracking and duplicate detection in Bot Manager
- Message Handler Separation: Separated bot and human pick handling to prevent conflicts
Future Enhancements
- Configurable debug levels
- Additional game modes and variants
- Enhanced visual effects and animations
Credits
- Original Game Design: Noose the Bunny (djmusica28) - Second Life
- Automation & Development: Enhanced for automated gameplay
- Architecture: Modular LSL system for scalability and maintainability