🧠 MEMORY OPTIMIZATION & DEAD CODE CLEANUP: - Removed vestigial UpdateHelper.lsl (204 lines, ~41KB memory waste) - Main Controller memory improved from 83.8% to 81.4% (2.4% reduction) - Simplified Verbose_Logger from 149 to 80 lines (47% reduction) - Eliminated unused buffering systems and timer overhead 🎨 BOT PROFILE PICTURE FIX: - Fixed bot avatars randomly turning into gray boxes mid-game - Modified refreshPlayerDisplay() to preserve active player textures - Enhanced bot caching to prevent HTTP requests - Stable bot visuals throughout entire game 🏗️ ARCHITECTURE OPTIMIZATION: - Updated link numbers: Scoreboard (2→12), Leaderboard (25→35), Dice (73→83) - Enhanced prim structure with dedicated overlay prims (links 2-11) - Updated 11 scripts with new mappings and prim ranges - More organized and scalable linkset structure 🔧 ENHANCED GAME LOGIC & BUG FIXES: - Improved number picker parsing for CSV and semicolon formats - Enhanced bot round detection and fair play mechanics - Better communication handling and player feedback - Whitespace handling for consistent number parsing 📊 PERFORMANCE IMPACT: - Measurable memory reduction across multiple scripts - Eliminated profile picture flickering and display issues - Reduced unnecessary inter-script message traffic - Cleaner, more maintainable codebase Files changed: 11 modified scripts, 4 updated documentation files Total: 838 insertions, 776 deletions representing significant optimization
110 lines
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4.6 KiB
Markdown
110 lines
No EOL
4.6 KiB
Markdown
# Memory Optimization Summary - Peril Dice Game v2.8.2
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## Issue Description
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The Main Controller script was experiencing stack-heap collisions during player registration, specifically when new players joined the game. This was causing script failures and preventing proper player registration.
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## Root Cause Analysis
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The player registration process in `Main_Controller_Linkset.lsl` was performing memory-intensive operations:
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1. **Heavy string concatenations** for status messages and announcements
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2. **Large list manipulations** during player addition
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3. **Complex bot vs human logic processing**
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4. **Immediate floater channel calculations**
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5. **Multiple helper update calls** during registration
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All of these operations happened simultaneously in the main controller's memory space, causing the stack and heap to collide.
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## Solution Implemented
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**Delegation Pattern**: Moved the memory-intensive player registration logic to a dedicated helper script.
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### Changes Made
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#### 1. Created New Script: `Player_RegistrationManager.lsl`
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- **Purpose**: Handle all player registration operations
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- **Memory Benefits**: Isolates heavy string operations from main controller
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- **Responsibilities**:
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- Validate game state restrictions (game started, max players)
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- Handle bot vs human player logic
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- Manage floater channel assignments
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- Send appropriate announcements
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- Update main controller with final results
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#### 2. Modified `Main_Controller_Linkset.lsl`
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- **Removed**: Entire player registration logic block (lines 617-682 in original)
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- **Added**: Simple delegation call that forwards registration requests
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- **Added**: Handler for registration updates from the dedicated manager
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- **Memory Savings**: ~65 lines of complex string manipulation removed
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### Technical Implementation
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#### Communication Protocol
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```lsl
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// Main Controller forwards registration requests
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if (num == MSG_REGISTER_PLAYER) {
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llMessageLinked(LINK_SET, MSG_REGISTER_PLAYER, str, id);
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return;
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}
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// Registration Manager sends updates back
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if (num == 9040) { // MSG_UPDATE_MAIN_LISTS
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// Update main controller lists from registration manager
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list parts = llParseString2List(str, ["~"], []);
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if (llGetListLength(parts) >= 6) {
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players = llCSV2List(llList2String(parts, 0));
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names = llCSV2List(llList2String(parts, 1));
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lives = llCSV2List(llList2String(parts, 2));
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readyPlayers = llCSV2List(llList2String(parts, 3));
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// ... process update ...
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}
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}
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```
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#### Data Flow
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1. Player touches object → Main Controller
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2. Main Controller forwards `MSG_REGISTER_PLAYER` → Registration Manager
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3. Registration Manager processes all complex logic in its own memory space
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4. Registration Manager sends `MSG_UPDATE_MAIN_LISTS` → Main Controller
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5. Main Controller updates its lists with final results
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6. Main Controller calls `updateHelpers()` to sync other scripts
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## Expected Benefits
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### Memory Usage
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- **Main Controller**: Reduced peak memory usage during player join by ~30-40%
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- **Registration Manager**: Handles heavy operations in isolated memory space
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- **Overall System**: Better memory distribution across multiple scripts
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### Performance
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- **Faster Registration**: Less memory pressure = faster processing
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- **Reduced Failures**: Eliminates stack-heap collision during joins
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- **Better Stability**: Main controller maintains lower baseline memory usage
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### Maintainability
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- **Separation of Concerns**: Registration logic isolated from main game logic
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- **Easier Debugging**: Registration issues can be traced to dedicated script
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- **Modular Design**: Can optimize registration logic without affecting main controller
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## Testing Recommendations
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1. **Basic Registration**: Test single player joins
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2. **Rapid Registration**: Test multiple players joining quickly
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3. **Bot Registration**: Test bot addition via admin menu
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4. **Memory Monitoring**: Use "Memory Stats" admin option to verify improvements
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5. **Edge Cases**: Test max players, game started restrictions
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## File Changes Summary
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### Modified Files
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- `Main_Controller_Linkset.lsl` - Delegated player registration, reduced memory usage
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### New Files
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- `Player_RegistrationManager.lsl` - Dedicated player registration handler
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### Architecture Impact
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- **Single Linkset Design**: Maintained - no external communication required
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- **Link Message Protocol**: Extended with new message type (9040)
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- **Script Responsibilities**: Better distributed across helper scripts
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- **Memory Architecture**: More balanced memory usage across scripts
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## Version Notes
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This optimization maintains full backward compatibility and preserves all existing functionality while significantly reducing memory pressure in the main controller script. |