View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026874 | AI War 2 | Bug - Gameplay | Apr 8, 2022 2:52 am | Mar 9, 2023 8:06 pm | |
Reporter | Sol | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.015 The Thrifty Architrave | ||||
Fixed in Version | 4.024 Graveyard Digger | ||||
Summary | 0026874: Game behaves as if paused, does not allow saves or continuation of gameplay | ||||
Description | Game behaves as if it's been paused. Menus are able to be entered, the map is navigable and looking at different gravity wells, selecting units and viewing their tooltips, stats in the menu still change values. Gameplay can't be resumed, however, and this state can happen while game is not paused or when it is paused. I don't know if this is a reaction to player input and I do not know how to reproduce this behavior. It happens after hours spent in game and has been the way most of my longer game sessions have ended since I started playing again on the 4th. (as an aside, I've been loving 4.x. I've really enjoyed the changes and I'm glad I saw the news post about it on steam which got me back to playing it.) | ||||
Tags | No tags attached. | ||||
related to | 0026729 | resolved | Chris_McElligottPark | Game permanently paused |
related to | 0027251 | feedback | Chris_McElligottPark | Can't unpause, not saving |
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there are no errors in this debug log. Did this state persist across save/reload? |
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It won't let me save while in that state, so I have to load an older file, usually an autosave from 1-6 minutes before. When I load it the game continues past that point as normal until I either finish that game session or the game pauses again. It's unfortunate there's no errors in that log because I have no clue what it could be. When it happens, I can do basically everything that I can do while paused except order units to do things and place buildings down. The in game timer doesn't move like it's been paused, but the PAUSE alert on the top bar doesn't appear unless I had the game paused already, |
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This is caused by a deadlock on a background thread, most specifically on the main sim thread (if not more). Seeing the stats from in the menu you get from right-clicking the clock would be useful. |
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For the next build! * In the internal debug menu (the one from the escape menu), there are now "Log All Threads" and "Abort All Threads" buttons. ** If the game is getting stuck in a background deadlock, this will give us some information on it. The tooltips have more information on it. ** If you press the Abort All Threads button, it may crash the game (in theory -- so far it has not in testing), but it gives us exact stack traces (within reason) for all the threads it is aborting. Assuming that there is a stuck thread, and not a stuck Interlocked value, this will identify any deadlock for us to within the method that it exists in, at least. ** If we wind up with still having deadlocks and no interesting thread outputs here, then I'll instrument the Interlocked values to keep an eye on those. |
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Here's the log after encountering a deadlock and using both the Log All Threads and Abort All Threads buttons. It doesn't seem they logged any threads and I unfortunately had closed the game before looking inside the log, so I didn't screencap the stats in game. I'll do that next time as well. |
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Okay, this time it looks like it got some helpful info this time. The behavior has changed a bit, the game has started throwing up some alerts that some threads are not running in the top right and the game will let me pause/unpause and then will run for a second before hanging again, which didn't happen before. I hope this log helps. |
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Very very interesting! I have put in a fix for the next version for what was found in your log here: * Added a notable performance improvement for games that have been running for a long while without reloading or closing the game or going back to the main menu, especially when there are a lot of shots being fired. ** As part of this, also adjusted how our central dictionaries are handled for shots, ships, and wormholes, and thus have removed any chance that a deadlock was resulting from them. ** Thanks to Matt Dyer and Sol for the "thread stalling" reports, which was the performance issue in question. Without the thread dump from them, this would never have been found! |
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This should be fixed now, but if it's not, please use the debug menu to "abort all threads" and we'll find out where the deadlock is. Thanks! |
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removed. |
Date Modified | Username | Field | Change |
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Apr 8, 2022 2:52 am | Sol | New Issue | |
Apr 8, 2022 2:52 am | Sol | File Added: ArcenDebugLog.txt | |
Apr 8, 2022 10:44 am | BadgerBadger | Note Added: 0065872 | |
Apr 8, 2022 11:12 am | Sol | Note Added: 0065873 | |
Apr 12, 2022 11:17 am | trabbo | Relationship added | related to 0026729 |
Apr 13, 2022 6:05 pm | Chris_McElligottPark | Note Added: 0065998 | |
Apr 13, 2022 8:47 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 13, 2022 8:47 pm | Chris_McElligottPark | Status | new => feedback |
Apr 13, 2022 8:47 pm | Chris_McElligottPark | Note Added: 0066002 | |
Apr 16, 2022 9:07 pm | Sol | Note Added: 0066088 | |
Apr 16, 2022 9:07 pm | Sol | File Added: ArcenDebugLog-2.txt | |
Apr 16, 2022 9:07 pm | Sol | Status | feedback => assigned |
Apr 18, 2022 11:06 pm | Sol | Note Added: 0066125 | |
Apr 18, 2022 11:06 pm | Sol | File Added: ArcenDebugLog-3.txt | |
Apr 19, 2022 10:02 am | Chris_McElligottPark | Note Added: 0066133 | |
Apr 20, 2022 11:06 am | Chris_McElligottPark | Status | assigned => resolved |
Apr 20, 2022 11:06 am | Chris_McElligottPark | Resolution | open => fixed |
Apr 20, 2022 11:06 am | Chris_McElligottPark | Fixed in Version | => 4.024 Graveyard Digger |
Apr 20, 2022 11:06 am | Chris_McElligottPark | Note Added: 0066172 | |
May 3, 2022 7:40 pm | trabbo | Relationship added | related to 0027251 |
Mar 9, 2023 8:05 pm | trabbo | Note Added: 0067487 | |
Mar 9, 2023 8:05 pm | trabbo | Note Edited: 0067487 |