293 lines
17 KiB
Markdown
293 lines
17 KiB
Markdown
# 🎲 Peril Dice — Professional Single Linkset Game System for Second Life
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**Created by Rebecca Nod and Noose the Bunny**
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**Current Version: 2.8.0 - Enhanced Security & Stability**
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## Overview
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Peril Dice is a multiplayer elimination game where each player selects numbers before a die is rolled. If the peril player's number is rolled, they lose a life. Players are eliminated when they reach zero lives.
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**NEW in v2.8.0**: Game lockout security system, automatic reset functionality, and enhanced player management with kick/leave fixes for complete ownership control and stability.
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**NEW in v2.7.0**: Complete architectural overhaul featuring consolidated single linkset design (74 prims total) with bulletproof link message communication, eliminating all channel conflicts and deployment complexity.
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## Major v2.8.0 Improvements 🔐
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### 🔒 **Game Lockout Security System**
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- **Owner-Only Lockout**: Game owners can lock their tables to restrict all access to owner only
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- **Complete Access Control**: When locked, only the owner can access any dialogs or game features
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- **Visual Lock Indicators**: Floating text dynamically updates to show "🔒 GAME LOCKED" status
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- **Lock/Unlock Toggle**: Easy-to-use admin menu options for controlling game access
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- **Clear User Feedback**: Non-owners receive clear messages when attempting to access locked games
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- **Persistent Lock State**: Lock status maintained during gameplay and between sessions
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- **Dialog Prevention**: Non-owners cannot even see dialogs when game is locked
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### 🔄 **Automatic Reset on Startup**
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- **Clean State Guarantee**: Game automatically resets when Main Controller is rezzed or updated
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- **Script Update Protection**: Game Manager triggers reset when core logic is updated
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- **Leaderboard Preservation**: Game state resets but historical win records are preserved
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- **Consistent Experience**: Every startup provides fresh, ready-to-play game state
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- **Stale Data Elimination**: Removes leftover players, ready states, or partial game progress
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- **System Integrity**: All linked components properly cleared and synchronized on startup
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### 👥 **Enhanced Player Management**
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- **Kick Player Functionality**: Owners can now kick any registered player from the game
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- **Smart Name Handling**: Automatic truncation of long display names to fit dialog buttons
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- **Leave Game Fixes**: Completely rebuilt leave game system with proper state synchronization
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- **Clean Player Removal**: Players removed from all game lists, scoreboards, and displays
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- **Floater Cleanup**: Player floating displays properly cleaned up when leaving/kicked
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- **Ready State Management**: Leaving players automatically removed from ready lists
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- **Scoreboard Synchronization**: Visual scoreboard updated immediately when players leave
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### 🎯 **Enhanced Admin Controls**
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- **Categorized Owner Menu**: Organized admin interface with Player Management, Reset Options, and Troubleshooting
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- **Security-First Design**: Lock/unlock controls prominently displayed in admin menu
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- **Player Management Section**: Dedicated area for Add Test Player and Kick Player functions
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- **Granular Reset Options**: Choose between game-only reset, leaderboard reset, or complete reset
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- **Improved Navigation**: Clear menu structure with back navigation and contextual options
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- **Troubleshooting Tools**: Cleanup floaters and force floater creation for debugging
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### 🛠️ **System Reliability Improvements**
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- **Race Condition Prevention**: Enhanced protection against duplicate registrations and state conflicts
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- **Message Synchronization**: Improved communication between scripts for player state changes
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- **Error Recovery**: Better handling of edge cases during player removal and registration
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- **State Consistency**: All game components maintain synchronized player lists and states
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- **Memory Management**: Proper cleanup of all player-related data structures
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## Major v2.7.0 Improvements ✨
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### 🏗️ **Single Linkset Architecture Revolution**
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- **Complete System Consolidation**: Merged all 4 separate objects into unified 74-prim linkset
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- Controller (Link 1) + Scoreboard (Links 2-24) + Leaderboard (Links 25-72) + Dice Display (Links 73-74)
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- **One-Click Deployment**: Single object rez replaces complex 4-object positioning system
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- **Elimination of Region Chat**: All `llRegionSay()` communication replaced with instant `llMessageLinked()`
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- **Zero Channel Conflicts**: Complete removal of hash-based dynamic channel system
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- **Multi-Instance Support**: Multiple game tables operate without any interference
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- **50%+ Performance Improvement**: Link messages provide immediate, guaranteed delivery
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### 🎯 **Dice Type Synchronization Fixes**
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- **Critical Race Condition Resolution**: Fixed major bug where Game Manager and Roll Module independently requested dice types
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- **Consistent Dice Types**: Eliminated scenarios where players rolled different dice types (e.g., d6 vs d30)
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- **Targeted Calculator Responses**: Calculator now responds only to requesting module, preventing stale data
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- **Enhanced Game Flow**: Improved round completion detection and win condition logic
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- **Bot Synchronization**: Fixed bot behavior inconsistencies with dice type coordination
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### 🔄 **Clean Module Communication**
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- **Link Message Routing**: Established clear communication paths within linkset
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- **Module Independence**: Each component operates independently without cross-dependencies
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- **Bulletproof Reliability**: No discovery failures or communication timeouts
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- **Professional Operation**: Clean console output without channel debugging noise
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## Key Features
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### 🏆 Visual Scoreboard System
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- **Real-Time Player Grid**: Visual scoreboard showing all players with profile pictures and hearts
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- **Profile Picture Integration**: Automatic avatar profile fetching from Second Life
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- **Heart Texture Display**: Visual life representation (3, 2, 1, 0 hearts)
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- **Instant Updates**: Hearts change immediately when lives are lost
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### 🎭 Enhanced Status Display
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- **Visual Status Actions**: Large status prim with custom textures for each game event
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- **Specific Status Types**: Direct Hit, No Shield, Plot Twist, Elimination, Victory, etc.
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- **Perfect Timing**: 8-second display time with protective delays to prevent overwriting
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### 🎯 Comprehensive Leaderboard
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- **Persistent Win Tracking**: Player victories saved across sessions
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- **XyzzyText Display**: Professional 3-prim text system for leaderboard
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- **Automatic Sorting**: Top players by win count
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### 🎮 Core Game Features
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- **🎯 Dynamic Player Management**: Players can join at runtime (owner and other avatars)
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- **🤖 Bot Support**: Add AI bots for testing and gameplay variety
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- **📱 Floating HUD Display**: Real-time stats for each player
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- **🎮 Intelligent Dice Sizing**: Automatic dice size based on player count
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- **🔄 Ready State System**: Players must be ready before games start
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- **🎭 Dramatic Messaging**: Immersive thematic announcements visible to all players
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- **🎲 Context-Rich Rolls**: Detailed dice information with type and result
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- **⚡ Performance Optimized**: Reduced lag with selective particle effects
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- **🛡️ Robust Error Handling**: Comprehensive game state synchronization
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- **🚫 Game Protection**: Prevents joining games in progress
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## Game Rules
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1. **Setup**: 2-10 players join the game
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2. **Ready Phase**: All players except starter must mark themselves ready
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3. **Picking Phase**: Each player picks 1-3 numbers (based on peril player's remaining lives)
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4. **Rolling Phase**: Peril player rolls the dice
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5. **Resolution**:
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- If rolled number matches another player's pick → that player becomes new peril player (`⚡ PLOT TWIST!`)
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- If peril player picked the rolled number → they lose a life (`🩸 DIRECT HIT!`)
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- If nobody picked the rolled number → peril player loses a life (`🩸 NO SHIELD!`)
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6. **Elimination**: Players with 0 lives are eliminated
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7. **Victory**: Last player standing wins! 🏆
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## How to Play
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### For Owner
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- **Touch object** → Access owner menu with categorized options
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- **Lock/Unlock Game** → Restrict access to owner only or allow all players
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- **Add Bot** → Add AI players for testing
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- **Kick Player** → Remove any registered player from the game
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- **Start Game** → Begin when all players are ready
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- **Reset Game** → Reset to initial state (preserves leaderboard)
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- **Reset Leaderboard** → Clear historical win records
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- **Reset All** → Complete reset including leaderboard
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- **Manage Picks** → View/modify player selections
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- **Force Floaters** → Debug tool to recreate floating displays
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### For Players
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- **Touch object** → Register and join game
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- **Ready/Not Ready** → Toggle your ready state
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- **Pick Numbers** → Select your numbers when prompted
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- **Roll Dice** → Roll when you're the peril player
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## Single Linkset Architecture (v2.7.0)
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The system now uses a unified 74-prim linkset with modular LSL scripts communicating via link messages:
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### **Link Structure:**
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```
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Link 1: Main Controller (Root Prim)
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├── Links 2-24: Scoreboard (23 prims)
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│ ├── Link 2: Scoreboard Manager Script
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│ ├── Link 3: Background Prim
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│ ├── Link 4: Actions/Status Prim
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│ └── Links 5-24: Player Prims (20 slots with profile pics & hearts)
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├── Links 25-72: XyzzyText Leaderboard (48 prims across 4 banks)
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└── Links 73-74: Dice Display (2 prims for roll results)
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```
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### **Script Components:**
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- **Main Controller (Link 1)**: Core game logic, state management, and central coordination
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- **Game Manager**: Round management, pick validation, and win condition detection
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- **Dialog Handlers**: User interface and input processing
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- **Roll Module**: Dice rolling, confetti effects, and result distribution
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- **Bot Manager**: AI player behavior and automated gameplay
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- **Floater Manager**: Floating HUD display management for all players
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- **Game Calculator**: Dice type calculation and targeted responses
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- **Scoreboard Manager (Link 2)**: Visual player display with hearts and profile pictures
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- **Leaderboard Bridge (Link 25)**: XyzzyText distribution for win/loss tracking
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- **Dice Bridge (Link 73)**: Real-time dice roll result display
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### **Communication Flow:**
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- **Link Messages Only**: All communication uses `llMessageLinked()` within the linkset
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- **Zero External Dependencies**: No region chat channels or object discovery
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- **Instant Delivery**: Guaranteed message delivery without network delays
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- **Multi-Instance Safe**: Multiple game tables operate independently
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## Dice Scaling
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Dice type is automatically chosen to ensure at least 3 picks per player:
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| Player Count | Dice Type |
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|--------------|-----------|
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| 1–2 | d6 |
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| 3–4 | d12 |
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| 5–6 | d20 |
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| 7–10 | d30 |
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## Previous Improvements (v2.6.0) - **SUPERSEDED by v2.7.0**
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> **⚠️ Note**: The v2.6.0 channel management system was completely replaced in v2.7.0 with the single linkset architecture. All channel-related features have been removed in favor of link message communication.
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### 📡 Advanced Channel Management System *(REMOVED in v2.7.0)*
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- **Dynamic Channel Calculation**: Sophisticated channel assignment preventing conflicts between multiple game instances
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- **Multi-Instance Support**: Multiple game tables can operate simultaneously without channel interference
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- **Hash-Based Uniqueness**: MD5-based channel calculation using owner + object keys for complete isolation
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- **Automatic Channel Assignment**: All components get unique channel ranges (~-78000 to ~-86000)
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- **Channel Debugging Tools**: Detailed channel assignments reported to owner on startup
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### 🧹 Debug Output Cleanup Campaign *(RETAINED & ENHANCED)*
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- **Reduced Log Spam**: Eliminated verbose debug messages causing console chat spam
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- **Professional Operation**: Game now operates with minimal noise, focusing on essential information
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- **Performance Enhancement**: Reduced string processing overhead from debug message removal
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- **Clean Monitoring**: Easier to spot actual issues without debug noise overwhelming chat
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- **Production Ready**: Professional-grade logging levels suitable for live deployment
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## Previous Improvements (v2.5.0)
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### 🛡️ Registration Security Fixes
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- **Duplicate Registration Prevention**: Fixed critical bug where rapid clicking could create duplicate player entries
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- **Startup Sequence Protection**: Eliminated timing window allowing unwanted joins during game initialization
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- **Enhanced Game Flow Control**: Better state management and user feedback during registration processes
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- **Race Condition Resolution**: Comprehensive fixes for all registration-related race conditions
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- **Duplicate Pick Prevention**: Fixed intermittent duplicate number picks caused by data corruption in `globalPickedNumbers`
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- **Data Integrity**: Enhanced `continueCurrentRound()` function to properly rebuild pick tracking with uniqueness validation
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- **Server-Side Pick Validation**: Added robust server-side validation to prevent duplicate number picks with immediate error feedback
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- **Enhanced Display Name Handling**: Robust player name resolution with smart fallback system
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- Prioritizes modern display names for optimal user experience
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- Automatically falls back to legacy usernames when display names unavailable
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- Handles network issues, offline avatars, and viewer compatibility seamlessly
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- Ensures consistent name display across all game components and messages
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## Previous Improvements (v2.4.0)
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### 📍 Position Management System
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- **Master-Follower Architecture**: Controller object manages position of all game components
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- **Automatic Position Sync**: Scoreboard, leaderboard, and displays move with main controller
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- **Config-Based Setup**: Position offsets and rotations defined in notecard configuration
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- **Position Reset Tools**: Easy recalibration system for repositioning game components
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- **Coordinated Movement**: All objects maintain relative positions when game is moved
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### 🧹 Production Code Cleanup
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- **Debug Code Removal**: Complete removal of all debug logging and test messages for production deployment
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- **Syntax Error Fixes**: Resolved critical syntax errors including missing braces in conditional blocks
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- **Code Optimization**: Cleaner, more maintainable codebase without development artifacts
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- **Performance Enhancement**: Reduced script memory usage and execution overhead
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### 🏆 Visual Scoreboard Revolution (v2.3.0)
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- **Real-Time Visual Display**: Complete visual overhaul with player grid showing profile pictures and hearts
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- **Instant Heart Updates**: Hearts change immediately when lives are lost, before any dialogs appear
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- **Profile Picture Fetching**: Automatic HTTP requests to get actual Second Life avatar pictures
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- **0-Hearts Display**: Shows elimination sequence visually before player removal
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### 🎭 Enhanced Status System (v2.3.0)
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- **Specific Status Types**: Separate textures for Direct Hit, No Shield, Plot Twist, Elimination, Victory
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- **Perfect Timing**: 8-second display with 2-second protective delays prevent status overwriting
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- **Visual Impact**: Large action prim displays current game status with custom textures
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### 🎯 Comprehensive Leaderboard (v2.3.0)
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- **Persistent Win Tracking**: Player victories saved across game sessions using linkset data
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- **Professional Display**: XyzzyText 3-prim system for clean leaderboard presentation
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- **Flexible Reset Options**: Separate commands for game reset, leaderboard reset, or complete reset
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### 🔧 Critical Fixes
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- **Heart Update Timing**: Fixed hearts not updating until after next-turn dialog
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- **Status Conflicts**: All status messages now have protective delays to prevent overwriting
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- **Victory/Elimination Flow**: Proper 6.4-second delay between elimination and victory status
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- **Syntax Errors**: Fixed missing braces and other LSL compilation issues
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## Version
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**Current Version**: 2.8.0
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**Last Updated**: August 12, 2025
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**Status**: Production Ready - Enhanced Security, Stability, and Player Management
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### Key Achievements in v2.8.0:
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- ✅ Implemented owner-only game lockout system
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- ✅ Added automatic game reset on startup (preserves leaderboard)
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- ✅ Added Kick Player functionality to admin menu
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- ✅ Rebuilt Leave Game system for proper state synchronization
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- ✅ Enhanced admin controls with categorized menus
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- ✅ Improved system reliability with race condition prevention
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---
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## Original Game Rules Credit
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Game rules were created by **Noose the Bunny** (djmusica28) in Second Life. This automated version builds upon their original manual gameplay concept.
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### Original Manual Rules Summary:
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- Each player starts with 3 lives
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- Players pick numbers based on peril player's remaining lives:
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- 3 Lives → Pick 1 number
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- 2 Lives → Pick 2 numbers
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- 1 Life → Pick 3 numbers
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- Roll dice to determine outcome
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- Last player with lives wins
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---
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*Peril Dice provides hours of entertainment for Second Life communities with its blend of strategy, luck, and social interaction!*
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