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Old 09-16-2012, 07:14 AM   #1 (permalink)
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llRegionSayTo throttle

This morning, when I logged in, I discovered that llRegionSayTo was apparently throttled on my sim, at least for me, which I take to be because, as the wiki explains, "Messages set on PUBLIC CHANNEL are throttled to a rate of <200/2sec, per region, per owner/user".

I restarted the sim and, sure enough, llRegionSayTo was working again. Nothing, though, started spamming me, so I couldn't tell what the item responsible was, and there was nothing in "Top Scripts" before the restart to indicate anything was acting unusually. Nor, really, can I think of an item I own that might have started spamming someone else on the sim.

Has anyone any ideas about how to track down the offending object? Or should I just wait for someone to complain, if it happens again? Something odd had happened on the sim overnight, certainly, since pathfinding had mysteriously turned itself back on, so maybe there was some oddity there.
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Old 09-16-2012, 12:21 PM   #2 (permalink)
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The throttle, (which was discussed in depth here: Be Aware: LL has implemented 'chat throttling' ) only throttles the owner of an object that is exceeding the throttle, and only if it's output is on channel 0 or the Debug Channel. So in either case it should be easy to track down, just look for the spamming chat.

However, given that you couldn't find such an object, and a restart cured it, I do have to wonder if perhaps you just encountered a very odd glitch.
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Old 09-16-2012, 01:55 PM   #3 (permalink)
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I think it must have been a glitch of some sort. There was an item I was working on yesterday that, at one point, must have triggered the throttle when it got caught in a loop,but I fixed that at the time. So I can't see why anything should still have been throttled several hours later. And, as I said, there was nothing in top scripts I could see to suggest anything was calling llRegionSayTo (or anything else) 100 times a second.

I was a bit concerned about the possibility that someone else might have found themselves spammed on 0 (I don't use the debug channel for anything) by one of my items on the same sim, though that seems very improbable. But, so far at least, it doesn't seem to have repeated itself.
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Old 09-16-2012, 07:10 PM   #4 (permalink)
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might have been on debug channel...
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Old 09-16-2012, 07:35 PM   #5 (permalink)
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Originally Posted by Innula Zenovka View Post
[snip] (I don't use the debug channel for anything) [snip]
My scripts seem to use hardly anything else!
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Old 09-16-2012, 07:41 PM   #6 (permalink)
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just to be clear... I realize Innula said she didn't personally use the debug channel, but if a script errors it'll still be used, and I believe the filters may be on the channels rather than the functions.
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Old 09-16-2012, 07:45 PM   #7 (permalink)
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might have been on debug channel...
I'm confused. I am certain that I have never written a script that contains llRegionSayTo(id, DEBUG_CHANNEL, message). Are you saying that if the script is throwing a repeated error on the debug channel, that could have caused the problem?

ETA -- just seen your further post. I'm not sure. That's not the way I read the caveat in the wiki article, and I'm sure that nothing I was working on yesterday started throwing that number of errors consistently. Whatever the cause, it doesn't seem to have happened again today, which is reassuring.
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Old 09-16-2012, 08:38 PM   #8 (permalink)
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that's a good question, would a script repeatedly erroring trigger the throttle...

First I'll have to figure out a way to trigger an error 100 times a second. ;p

Tried one thing, but got this:

"Too many errors... dropping further messages until the flood stops"

So I think script initiated errors probably couldn't trigger the throttle.
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Old 09-17-2012, 05:34 AM   #9 (permalink)
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25 scripts all keyed to the same event, that enter an error loop (animation permissions?). by the time they all hit their 4th error they should still be below the threshold for the above message.
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Old 11-26-2012, 10:47 AM   #10 (permalink)
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llRegionSayTo() is not a good idea when you are testing stuff

Just yesterday I've throttled myself ouf for next 600 years off a region on ADITI by recursive link_message calls, each one confirmed with llRegionSayTo(me)

Well, since SL time is faster at a rate of 6:1, maybe I'm lucky, and it's just 100 years I won't be able to use llRegionSayTo() on that sim.
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Old 11-26-2012, 10:49 AM   #11 (permalink)
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I though it was expected behavior for 0 and debug to have throttles. The other millions of choices aren't throttled.
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Old 11-26-2012, 11:36 AM   #12 (permalink)
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Just yesterday I've throttled myself ouf for next 600 years off a region on ADITI by recursive link_message calls, each one confirmed with llRegionSayTo(me)

Well, since SL time is faster at a rate of 6:1, maybe I'm lucky, and it's just 100 years I won't be able to use llRegionSayTo() on that sim.
The mute should only last about 30 seconds after the chat stops.
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Old 11-26-2012, 11:58 AM   #13 (permalink)
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The mute should only last about 30 seconds after the chat stops.
Unfortunately, "Dropped messages, despite being dropped still count against the limit", and since the bad scripts kept telling me they were working, I'm still (some 18 hours later) not able to receive anything via llRegionSayTo() at that region. Elsewhere it works well. Link messages are damn fast
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Old 11-26-2012, 12:06 PM   #14 (permalink)
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I'm nearly certain a region restart would make it forget it's grudge against you.
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Old 11-26-2012, 12:31 PM   #15 (permalink)
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I'm nearly certain a region restart would make it forget it's grudge against you.
I am sure it will. So on the main grid it's a week in worst case.

It taught me two things, though - be careful with llRegionSayTo() when you test new scripts, and use ADITI, for God's sake!
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Old 11-26-2012, 05:02 PM   #16 (permalink)
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Unfortunately, "Dropped messages, despite being dropped still count against the limit", and since the bad scripts kept telling me they were working, I'm still (some 18 hours later) not able to receive anything via llRegionSayTo() at that region. Elsewhere it works well. Link messages are damn fast
why don't you just delete the object? As soon as it's gone, 30 seconds later you'll get your voice back. Sims don't queue messages for items that don't exist.
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Old 11-26-2012, 06:13 PM   #17 (permalink)
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why don't you just delete the object? As soon as it's gone, 30 seconds later you'll get your voice back. Sims don't queue messages for items that don't exist.
The throttle is user bound, not object or script. None on my scripts can reach me via llRegionSayTo() in that region, not just the HUD I was playing with.

Quote:
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Messages sent on PUBLIC_CHANNEL are throttled to a rate of <200/2sec, per region, per owner/user.
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Old 11-26-2012, 06:38 PM   #18 (permalink)
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The throttle is user bound, not object or script. None on my scripts can reach me via llRegionSayTo() in that region, not just the HUD I was playing with.
yes, but it only counts as long as the message limit is actively being exceeded. If there is no object to send messages, there's no way the limit can be exceeded.

The only way that can be happening is if there is an item still actively sending messages.
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Old 11-26-2012, 07:14 PM   #19 (permalink)
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The only way that can be happening is if there is an item still actively sending messages.
Or the item has sent enough messages to throttle me for a significant period (like 18 hours), untill my overall amount of messages sent is back at 200/2 or less. All messages seem to count, even those by deleted/tamed objects.

ETA: Just went there to see if anything changed. llRegionSayTo() is still muted, llOwnerSay works.

No objects of mine are rezzed there (and shouldn't be, as I was working on an attached HUD), and none of my currently worn items is chatty enough to prolongue the throttle.

Last edited by Leah Mayo; 11-26-2012 at 07:27 PM.
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Old 11-26-2012, 08:22 PM   #20 (permalink)
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Or the item has sent enough messages to throttle me for a significant period (like 18 hours), untill my overall amount of messages sent is back at 200/2 or less. All messages seem to count, even those by deleted/tamed objects.

ETA: Just went there to see if anything changed. llRegionSayTo() is still muted, llOwnerSay works.

No objects of mine are rezzed there (and shouldn't be, as I was working on an attached HUD), and none of my currently worn items is chatty enough to prolongue the throttle.

I guess we aren't going to agree on this then, but it samples every two seconds, if you're not exceeding 200/2 at the time of the sample, the 30 second countdown begins. There's just no way it can count, say, 30,000 messages that were sent 6 hours ago and decide the mute should stay in effect. Not unless they drastically changed how it works. I guess I can go to a sandbox, send myself about 100,000 messages in a few seconds and see how long the mutes lasts. Will report back
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Old 11-26-2012, 08:26 PM   #21 (permalink)
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What region on Aditi was having this issue? I'd like to test it out and see if its a bug that occurred from LL's tweaking of thresholds. You can never rule that possibility out, heh.
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Old 11-26-2012, 08:39 PM   #22 (permalink)
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Ok, it seems LL has made a change where llRegioinSayTo() is concerned. I am not sure if it's intentional or not.

llSay and the rest still work as before, once the rate falls below 200 per 2 seconds for at least 2 seconds, the 30 second countdown begins and you can chat again.

But llRegionSayTo() isn't behaving like that. The mute seems permanent for that sim, or possibly "long". I'll have to see just how long. I suspect it's a bug as none of the other more obtrusive chat methods were changed.

Edit: Lucia, i'm in Sandbox Goyer now.

I think a good test will be to send 202 messages and see if it comes back. that shouldn't last more than 2 -4 seconds.
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Old 11-26-2012, 08:55 PM   #23 (permalink)
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Yes, this would seem to be a bug. I sent 231 Messages exactly, quick enough to trigger the throttle, but not enough that it should stay throttled for long.

But now 10 minutes later, still muted for llRegionSayTo(). So it's definitely not releasing as it should. It's stuck Second Life Server 12.11.02.266530
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Old 11-26-2012, 09:05 PM   #24 (permalink)
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Second Life Server 12.11.02.266530
Yes, 12.11.02.266530 here as well.
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Old 11-27-2012, 12:21 AM   #25 (permalink)
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The only time llRegionSayTo() should be premanently suspended is when the owner is spamming another agent on the open channel, but I don't think LL had that intent. They just screwed something up in the settings.
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