View Issue Details

IDProjectCategoryLast Update
0003118AI War 1 / ClassicCrash/ExceptionMar 29, 2011 8:54 am
ReporterFleet Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version5.008 
Fixed in Version5.009 
Summary0003118: Desync
DescriptionDesyncs on save loading. I'm at a loss for words.
TagsNo tags attached.
Internal Weight

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Fleet

Mar 26, 2011 5:55 pm

reporter  

Fleet Before Desync.sav (308,875 bytes)

Fleet

Mar 26, 2011 5:55 pm

reporter  

Fleet After Desync.sav (270,787 bytes)

Tssbackus

Mar 26, 2011 5:55 pm

reporter  

Tss After DESYNC.sav (270,699 bytes)

TechSY730

Mar 26, 2011 6:06 pm

reporter   ~0011498

Once again, the devs' reaction:
http://www.youtube.com/watch?v=WWaLxFIVX1s

Fleet

Mar 26, 2011 6:18 pm

reporter   ~0011501

I find the video extremely appropriate, and quite funny in this context.

Chris_McElligottPark

Mar 26, 2011 7:59 pm

administrator   ~0011505

Sigh. On the bright side, I CAN duplicate it. You guys have all the luck, I swear -- I can't remember the last time I had a desync from anyone else, and I never get them, but you just hit them all. I... don't understand how this works.

At any rate, once again thanks for your patience. Hopefully this will be quicker to track down than the last one, but I won't be able to do any hardcore tracking of it until Monday, I'm afraid. But since I can duplicate it, that's a definite thing that it can be fixed, at least.

And in terms of being at a loss for words. I can think of *several* words, but I'd have to report myself for moderation. ;)

Fleet

Mar 26, 2011 8:06 pm

reporter   ~0011506

Haha. I was a bit depressed when I typed that. I'm halfway though my 2 week spring break, so I am trying to fit in as much AI as I can.

Chris_McElligottPark

Mar 26, 2011 8:11 pm

administrator   ~0011507

Sorry about that -- man I hate desyncs, and especially that you guys keep running into them. You've had more than your fair share! At least this one isn't a "ghost" one, is the only good thing I can say about it!

Chris_McElligottPark

Mar 26, 2011 8:20 pm

administrator   ~0011508

Well, I've verified two things:

1. It's not related to gravitational slowing.

2. It's not related to that counter that was the problem in the last desync.

So, first guess is that this is a completely unrelated desync of some sort. I also found that a ton of ships are slightly off again, AND the random number generator result at the end of the affected turn is off, so this is a case where an extra RNG call is occurring for some reason.

Since the desync happens so quickly in this save, that does give me one unusually brief vector for tracking these (through the RNG calls), but I'm not sure that will yield anything too fast since it could be a downstream effect rather than the direct cause.

Anyway... I'll see what I can do. I suggest trying to resume playing from one of the saves after the desync occurs, as it might not be something that persists beyond this one event. You never know. Anyway, I may have some time to look into this one tonight after all, but I don't know if I'll have enough time to actually find it if it's as tricksy as the last hobbit to come through here.

I'll let you know!

Chris_McElligottPark

Mar 26, 2011 8:31 pm

administrator   ~0011509

Well, I can also confirm that the position of units is being set just fine at game load, and that the saves don't diverge until somewhere around a second or two after the simulation starts.

My guess is that it's actually loading the save fine this time, but having an issue during the simulation itself, rather than having a simulation issue that was just a downstream effect of a save-loading issue like last time.

So that's some progress. Fortunately all my tracing stuff is in there from last time anyway, and just commented out, so that's quicker to re-enable and find stuff. Now I need to run to dinner for a while, but I'll be back on in an hour or two.

Fleet

Mar 26, 2011 8:34 pm

reporter   ~0011510

Alright, thanks for your extra commitment here. If it looks like it will be best solved on Monday, you have my patience.

Chris_McElligottPark

Mar 27, 2011 11:04 am

administrator   ~0011517

My pleasure. Well, I've narrowed it down to either target selection or the "protection" logic for force fields, etc. It's possible it might be in he throttling code, or at least that's what I am going to try looking at tonight if I get a chance. It's still possible it is actually something else, rather than that directly.

I also think I figured out why you and Tss are getting at least these last two desyncs when no one else is: very few people save right in the midst of a big battle, and both of these saves are smack dab in the middle. That means that if there is any slight initialization stuff that might self-correct for most people's saves before the next battle happens, for you two it is not having a chance to and instead is resulting immediately.

That obviously doesn't answer why a desync would happenfoe you guys after playing for a long time, not right after a save load, but that was mostly in the pre-5.0 times I think. These last two saves are particularly notable for being in media res. Not that I'm suggesting you change your save habits -- there shouldn't be any such issues, and we'll fix whatever is there (hopefully his is the last one for the moment!) -- but I've been trying to puzzle out what factors are leading to your more frequent desync finds lately, and that's all I could come up with.

As with movies, people tend to stop at a lull for the night. Or with books, at a chapter break. Between battles, when it comes to ai war. It's interesting that you guys don't, at the very least. :)

Fleet

Mar 27, 2011 12:29 pm

reporter   ~0011518

Hahaha, interesting observation. I used to play this for hours at a time. I now limit myself to about half hour chunks. There is simply no other way for me to not end up pouring half my day into a game. Also, I find the middle of a large battle(s) is a great time to stop, because when we come back, I take a few moments to reassess the situation, and input any new commands or orders.

Chris_McElligottPark

Mar 28, 2011 6:52 pm

administrator   ~0011553

Makes sense to me!

Just a note, I haven't completely found this one, but I do have a strong lead on it at the moment after some various semi-successful logging attempts.

It appears that on the client, whether or not the destination of a minor faction ship has checked its destination or not (to decide if it should do course corrections to avoid a collision at the destination) differs from the host. I'm not sure yet why that is, but I suspect it might be something funky with minor factions being loaded from saves, which would explain the rarity of this particular desync.

Anyway, that's a pretty strong lead, but I'm a few hours into this particular rabbit hole so far today, and that's all I've got so far. These bleeding desyncs are so horrendously time consuming to find. Hopefully later tonight I'll be able to finish running this one to ground.

Chris_McElligottPark

Mar 28, 2011 8:26 pm

administrator   ~0011557

Just a note, I can now confirm that the destination point is getting set incorrectly on savegame load. I'll definitely be able to finish running this one to ground tonight, now that I know that.

Chris_McElligottPark

Mar 28, 2011 10:46 pm

administrator   ~0011562

Got it. It was an issue with how it was initializing the "ship to kill." So, this would only happen in certain circumstances, when ships were actively fighting during a save. Go figure -- I guessed right on why only you guys are seeing this one, for sure!

Fix will be out briefly.

Fleet

Mar 29, 2011 1:40 am

reporter   ~0011563

Thank you.

Chris_McElligottPark

Mar 29, 2011 8:54 am

administrator   ~0011567

You bet!

Issue History

Date Modified Username Field Change
Mar 26, 2011 5:55 pm Fleet New Issue
Mar 26, 2011 5:55 pm Fleet File Added: Fleet Before Desync.sav
Mar 26, 2011 5:55 pm Fleet File Added: Fleet After Desync.sav
Mar 26, 2011 5:55 pm Tssbackus File Added: Tss After DESYNC.sav
Mar 26, 2011 6:06 pm TechSY730 Note Added: 0011498
Mar 26, 2011 6:18 pm Fleet Note Added: 0011501
Mar 26, 2011 7:59 pm Chris_McElligottPark Note Added: 0011505
Mar 26, 2011 7:59 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 26, 2011 7:59 pm Chris_McElligottPark Status new => confirmed
Mar 26, 2011 8:06 pm Fleet Note Added: 0011506
Mar 26, 2011 8:11 pm Chris_McElligottPark Note Added: 0011507
Mar 26, 2011 8:20 pm Chris_McElligottPark Note Added: 0011508
Mar 26, 2011 8:31 pm Chris_McElligottPark Note Added: 0011509
Mar 26, 2011 8:34 pm Fleet Note Added: 0011510
Mar 27, 2011 11:04 am Chris_McElligottPark Note Added: 0011517
Mar 27, 2011 12:29 pm Fleet Note Added: 0011518
Mar 28, 2011 6:52 pm Chris_McElligottPark Note Added: 0011553
Mar 28, 2011 8:26 pm Chris_McElligottPark Note Added: 0011557
Mar 28, 2011 10:46 pm Chris_McElligottPark Note Added: 0011562
Mar 28, 2011 10:46 pm Chris_McElligottPark Status confirmed => resolved
Mar 28, 2011 10:46 pm Chris_McElligottPark Fixed in Version => 5.009
Mar 28, 2011 10:46 pm Chris_McElligottPark Resolution open => fixed
Mar 29, 2011 1:40 am Fleet Note Added: 0011563
Mar 29, 2011 8:54 am Chris_McElligottPark Note Added: 0011567
Apr 14, 2014 9:27 am Chris_McElligottPark Category Bug - Crash or Exception => Crash/Exception