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Slave does not finish positioning and animating new sitter if sync is activated #27

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HowardBaxton opened this issue Mar 8, 2019 · 2 comments
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@HowardBaxton
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While making a line dance pad where multiple sitters could be added and using the same pose, we tried activating a sync just after a new sitter arrived to get all sitters to dance in sync.
What we found is this:

  • When three or more sitters had successfully sat, a new sitter would sit
  • Sitter would initially be positioned at the sit target position
  • Sitter would animate
  • Sync would kick in and sync all sitters
  • The processes would finish and leave that new sitter positioned at the sit target. The slave would not move them to the final position

The fix was to add a timer to delay the sync command for a short period of time which allowed the slave to finish the "new" sitter process before sending the sync command.

We have seen something very similar while changing poses in the new alpha system for animesh adjusters.

@LeonaMorro
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You use something like:
ON_SIT|...|LINKMSG|206|.... ?
And it hapens with the V3.10 slave script?

AFAIK: We didn't touch the slave script for a long time (beside some compatibility changes for openSim) so I guess V3.00 and perhaps even V2.x is affected?

Can we test it with the "animesh slave script", because all (important) messages are queued and so it shouldn't be affected ...

We have seen something very similar while changing poses in the new alpha system for animesh adjusters.

Can you give me a hint to reproduce this?

@LeonaMorro LeonaMorro added this to the V3.11 milestone Mar 12, 2019
@HowardBaxton
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I tested in V3.00 and yes it does happen there. It is probably in V2.01 but did not test. I believe that prior would not be an issue as card contents are not cached. Things are being run much faster now from cache.

With the new animesh issue, There were 4 sitters using SCHMO lines. The first 2 sitters were fine and sometimes the 3rd was also fine but not always. The 4 sitter just would not work properly. When poses were changed, the AV's would change to the new animation but would not move to the proper locations. Another user reports they have not seen this with their usage. I will see if I have that build in my inventory.

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