Peril_Dice/FIXES_TODO.md

5.6 KiB

PERIL DICE GAME - REMAINING FIXES TODO

✅ COMPLETED

  • Listen Handle Leaks - Fixed in all scripts with proper cleanup and management
  • Timer Event Conflicts - Fixed in Main.lsl with unified timer system using TIMER_IDLE, TIMER_STATUS, TIMER_TIMEOUT states
  • Race Condition in Dialog Recovery - Fixed in Owner and Player Dialog Handler.lsl with request ID tracking, timeout validation, and stale response detection
  • Bot Validation Logic Gaps - Fixed in Bot Manager.lsl with improved algorithm, availability calculation, graceful degradation, and memory monitoring
  • Memory Usage Monitoring - Implemented in Main.lsl with memory checks at critical points, warnings at 80%, emergency cleanup at 90%, and owner-accessible memory stats
  • Channel Number Conflicts - Implemented dynamic channel configuration in Main.lsl with owner-unique channels, collision avoidance, and backward compatibility

✅ ALL CRITICAL FIXES COMPLETED

📡 LATEST ADDITION (v2.6.0) - Advanced Channel Management & Debug Cleanup ✅ COMPLETED

Files: ALL major scripts (Main.lsl, Bot_Manager.lsl, Floater_Manager.lsl, etc.) Was: Potential channel conflicts between multiple instances + verbose debug output spam Fixed:

  • Enhanced Dynamic Channel System: Implemented sophisticated per-instance channel calculation
    • Uses combined hash of owner key + object key for complete uniqueness
    • Prevents interference between multiple game tables owned by same person
    • MD5-based hash generation creates 0-255 range distribution across all channel ranges
    • Each component gets isolated channel space (~-78000 to ~-86000 ranges)
  • Professional Debug Output Cleanup: Removed verbose debug messages causing console spam
    • Main Controller: Eliminated touch event and dice result debug logging
    • Floater Manager: Removed picks data, cleanup confirmations, and sync debug messages
    • Preserved essential error reporting while eliminating noise
    • Professional-grade logging suitable for production deployment
  • Multi-Instance Production Ready: Game system now supports multiple concurrent deployments
  • Channel Debugging Tools: Detailed channel assignments reported to owner on startup

5. Memory Usage Concerns ✅ COMPLETED

Files: Main.lsl
Was: Large lists stored without memory monitoring Fixed:

  • Added llGetUsedMemory() checks in critical functions (updateHelpers, player_registration)
  • Memory warnings at 80% usage with 60-second intervals to prevent spam
  • Emergency cleanup at 90% usage with list optimization and garbage collection
  • Owner-accessible "Memory Stats" command in dialog system
  • Comprehensive memory reporting showing usage by data structure

6. Channel Number Conflicts ✅ COMPLETED ⭐ MULTI-INSTANCE SAFE

Files: Main.lsl, ChannelConfig.lsl, Bot Manager.lsl, Roll Confetti Module.lsl, Game Manager.lsl, Owner and Player Dialog Handler.lsl, Number Picker Dialog Handler.lsl, Helper.lsl, Game_Scoreboard_Manager.lsl Was: Hard-coded channels could conflict with other LSL objects AND multiple instances by same owner would interfere Fixed:

  • Implemented ENHANCED dynamic channel calculation using BOTH owner key AND object key hashing for complete per-instance uniqueness across ALL scripts
  • Created centralized channel configuration system in ChannelConfig.lsl
  • Updated Main.lsl to use dynamic channels for all communications:
    • Sync, Dialog, Roll Dialog, Bot Commands (calculated ranges ~-77100 to ~-77500)
    • Scoreboard channels (3 separate channels for different message types)
    • Floater base channels with dynamic indexing
  • Updated ALL supporting scripts with dynamic channel configuration:
    • Bot Manager: Dynamic bot command channel (~-77500 range)
    • Roll Confetti Module: Dynamic scoreboard channels for status/dice display
    • Owner/Player Dialog Handler: Dynamic main dialog channel (~-77400 range)
    • Number Picker Dialog Handler: Dynamic number pick channel (~-77200 range)
    • Game_Scoreboard_Manager: All 3 scoreboard channels dynamically configured
    • Helper: Removed hardcoded dialog usage, delegated to proper handlers
  • Added collision avoidance through owner-specific hash offsets
  • Maintained backward compatibility with legacy channel variables where needed
  • Added comprehensive channel reporting for debugging across all scripts
  • COMPREHENSIVE SCAN COMPLETED: All hardcoded channels eliminated from critical scripts

🎯 IMPLEMENTATION ORDER

Phase 1: Critical Functionality (✅ COMPLETED)

  1. ✅ Timer Event Conflicts - COMPLETED
  2. ✅ Dialog Race Conditions - COMPLETED

Phase 2: Edge Case Handling (✅ COMPLETED)

  1. ✅ Bot Validation Logic - COMPLETED
  2. ✅ Memory Usage Monitoring - COMPLETED

Phase 3: Compatibility (✅ COMPLETED)

  1. ✅ Channel Number Conflicts - COMPLETED

📋 TESTING CHECKLIST

After each fix, test:

  • Game starts properly with 2-10 players
  • Status messages display and clear correctly
  • Dialogs show to correct players
  • Bots pick appropriate numbers of picks
  • Memory usage stays reasonable during long games
  • No channel conflicts with other objects
  • Game resets work properly
  • All error conditions handled gracefully

🚨 NOTES

  • Backup all scripts before making changes
  • Test each fix individually before moving to next
  • Monitor error logs during testing
  • Check memory usage with llGetUsedMemory() during testing
  • Test with maximum players (10) to stress test

Created: 2025-01-08 Status: Ready for implementation