Peril_Dice/Traditional_Updater.lsl
RebeccaNod1 e90be2ca57 feat: Add traditional inventory-based updater system
- Traditional_Updater.lsl copies scripts from its own inventory
- Uses llRemoteLoadScriptPin with script names (not content)
- Follows proven Second Life updater patterns
- Includes inventory verification system
- Lists all 17 required Peril Dice scripts
- Should work reliably unlike HTTP-based approach
2025-10-02 13:41:52 -05:00

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// ====================================================================
// Traditional Peril Dice Updater - Inventory-Based Script Copying
// ====================================================================
// This script goes in an updater box that contains all the updated scripts
// in its inventory. It copies scripts from its inventory to the target game.
//
// SETUP:
// 1. Copy all updated LSL scripts into this updater box's inventory
// 2. User rezzes updater box near their Peril Dice game
// 3. User touches their game -> "Check for Updates" -> "Install Update"
// 4. Updater copies scripts from its inventory to their game
// 5. User deletes updater box when finished
// ====================================================================
string UPDATER_VERSION = "2.8.8";
integer UPDATER_CHANNEL = -7723847;
// Update state
key targetGameKey = NULL_KEY;
integer updatePin = 0;
list scriptList = [];
integer currentScriptIndex = 0;
string currentOperation = "";
// Script names that should be in this updater's inventory
list REQUIRED_SCRIPTS = [
// Root prim scripts (Link 1)
"Main_Controller_Linkset",
"Game_Manager",
"Controller_Memory",
"Controller_MessageHandler",
"Player_RegistrationManager",
"Player_DialogHandler",
"NumberPicker_DialogHandler",
"Floater_Manager",
"Roll_ConfettiModule",
"Bot_Manager",
"Game_Calculator",
"Verbose_Logger",
"System_Debugger",
"Update_Receiver",
// Other link scripts
"Game_Scoreboard_Manager_Linkset", // Link 12
"Leaderboard_Communication_Linkset", // Link 35
"XyzzyText_Dice_Bridge_Linkset", // Link 83
"xyzzy_Master_script" // Links 35-82 (we'll copy this multiple times)
];
// Memory reporting
reportMemoryUsage(string scriptName) {
integer memory = llGetUsedMemory();
integer freeMemory = llGetFreeMemory();
float memoryPercent = (float)memory / (memory + freeMemory) * 100.0;
llOwnerSay("📊 " + scriptName + ": " + (string)memory + " bytes used (" +
llGetSubString((string)memoryPercent, 0, 4) + "% memory)");
}
// Check which scripts are available in inventory
checkInventory() {
integer totalScripts = 0;
integer availableScripts = 0;
llOwnerSay("📋 Checking updater inventory...");
integer i;
for (i = 0; i < llGetListLength(REQUIRED_SCRIPTS); i++) {
string scriptName = llList2String(REQUIRED_SCRIPTS, i);
totalScripts++;
if (llGetInventoryType(scriptName) == INVENTORY_SCRIPT) {
availableScripts++;
llOwnerSay("✅ " + scriptName + " - Ready");
} else {
llOwnerSay("❌ " + scriptName + " - MISSING");
}
}
llOwnerSay("📊 Inventory Status: " + (string)availableScripts + "/" + (string)totalScripts + " scripts available");
if (availableScripts == totalScripts) {
llOwnerSay("✅ All required scripts present - updater ready!");
} else {
llOwnerSay("⚠️ Missing scripts - please add them to updater inventory");
}
}
// Start the update process
startUpdate(key gameKey, integer pin) {
targetGameKey = gameKey;
updatePin = pin;
currentOperation = "updating";
currentScriptIndex = 0;
// Build script list for this specific update
scriptList = [];
// Add all available scripts
integer i;
for (i = 0; i < llGetListLength(REQUIRED_SCRIPTS); i++) {
string scriptName = llList2String(REQUIRED_SCRIPTS, i);
if (llGetInventoryType(scriptName) == INVENTORY_SCRIPT) {
scriptList += [scriptName];
}
}
llOwnerSay("🔄 Starting update process...");
llOwnerSay("📊 Installing " + (string)llGetListLength(scriptList) + " scripts");
// Start with first script
installNextScript();
}
// Install next script in the queue
installNextScript() {
if (currentScriptIndex >= llGetListLength(scriptList)) {
// Update complete!
completeUpdate();
return;
}
string scriptName = llList2String(scriptList, currentScriptIndex);
llOwnerSay("📝 Installing " + scriptName + " (" + (string)(currentScriptIndex + 1) +
"/" + (string)llGetListLength(scriptList) + ")");
// Use llRemoteLoadScriptPin to copy script from our inventory to target
llRemoteLoadScriptPin(targetGameKey, scriptName, updatePin, TRUE, 0);
llOwnerSay("✅ Copied " + scriptName + " to target game");
// Move to next script
currentScriptIndex++;
llSetTimerEvent(2.0); // Brief pause between installations
}
// Complete the update process
completeUpdate() {
llOwnerSay("🎉 Update installation complete!");
llOwnerSay("📊 Successfully installed " + (string)llGetListLength(scriptList) + " scripts");
// Notify target game
if (targetGameKey != NULL_KEY) {
llRegionSayTo(targetGameKey, UPDATER_CHANNEL, "UPDATE_COMPLETE|" + UPDATER_VERSION);
}
// Reset state
currentOperation = "";
targetGameKey = NULL_KEY;
updatePin = 0;
scriptList = [];
currentScriptIndex = 0;
llOwnerSay("💡 Update complete! You can now delete this updater box.");
llSetText("🎉 Update Complete!\nYou can delete this updater box\nThank you for updating!",
<0.2, 1.0, 0.2>, 1.0);
}
// Handle update errors
handleUpdateError(string error) {
llOwnerSay("❌ Update failed: " + error);
// Notify target game of failure
if (targetGameKey != NULL_KEY) {
llRegionSayTo(targetGameKey, UPDATER_CHANNEL, "UPDATE_FAILED|" + error);
}
// Reset state
currentOperation = "";
targetGameKey = NULL_KEY;
updatePin = 0;
scriptList = [];
currentScriptIndex = 0;
}
default {
state_entry() {
reportMemoryUsage("Traditional Peril Dice Updater");
llOwnerSay("🔄 Traditional Peril Dice Updater v" + UPDATER_VERSION);
llOwnerSay("📦 Inventory-based script copying system");
llOwnerSay("👆 Touch your Peril Dice game and select 'Check for Updates'");
// Check our inventory
checkInventory();
// Listen for update requests
llListen(UPDATER_CHANNEL, "", NULL_KEY, "");
// Set helpful text
llSetText("🔄 Peril Dice Updater v" + UPDATER_VERSION + "\n" +
"Traditional inventory-based system\n" +
"Touch your game, not this updater", <0.2, 1.0, 0.2>, 1.0);
}
on_rez(integer start_param) {
llResetScript();
}
listen(integer channel, string name, key id, string message) {
if (channel != UPDATER_CHANNEL) return;
list parts = llParseString2List(message, ["|"], []);
string command = llList2String(parts, 0);
if (command == "UPDATE_REQUEST") {
string version = llList2String(parts, 1);
integer pin = (integer)llList2String(parts, 2);
llOwnerSay("📨 Update request from " + name + " (current: " + version + ", PIN: " + (string)pin + ")");
if (currentOperation != "") {
llRegionSayTo(id, UPDATER_CHANNEL, "UPDATE_BUSY|Another update in progress");
return;
}
// Start the update process
startUpdate(id, pin);
llRegionSayTo(id, UPDATER_CHANNEL, "UPDATE_STARTING|" + UPDATER_VERSION);
}
else if (command == "PING_UPDATER") {
// Respond to updater detection pings
llRegionSayTo(id, UPDATER_CHANNEL, "UPDATER_AVAILABLE|" + UPDATER_VERSION);
}
}
timer() {
// Continue with next script installation
if (currentOperation == "updating") {
installNextScript();
}
llSetTimerEvent(0.0);
}
touch_start(integer total_number) {
key toucher = llDetectedKey(0);
if (currentOperation == "updating") {
llOwnerSay("⏳ Update in progress for " + llKey2Name(targetGameKey));
llOwnerSay("📊 Installing script " + (string)(currentScriptIndex + 1) +
" of " + (string)llGetListLength(scriptList));
} else {
llOwnerSay("🔄 Traditional Peril Dice Updater v" + UPDATER_VERSION);
llOwnerSay("📦 Ready to update Peril Dice games using inventory scripts");
llOwnerSay("👆 Touch your Peril Dice game (not this updater) and select 'Check for Updates'");
llOwnerSay("📋 Checking inventory...");
checkInventory();
}
}
}