Messages are broadcast by prims on specified channels which are monitored by receiving prims. If a prim is too busy to deal with its messages, they are queued (separately at each prim) until processed. A prim's script is organised into states and each state can be made to react to a different set of system events, user events or prim to prim messages (they all use the messaging mechanism). In this respect a script's structure maps to the xUML formalism very well indeed, although there are drawbacks.
It was found that occasionally a part of the model would get out of synchronisation with some other part causing the simulation to look wrong for a while. This typically occurred because there had been a delay, either in the client browser or in the server at Second Life and as a result a message was delivered or processed late. This was usually rectified when the delayed messages were processed.
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