View Issue Details

IDProjectCategoryLast Update
0004514AI War 1 / ClassicCrash/ExceptionOct 4, 2011 8:39 pm
ReporterFleet Assigned Tokeith.lamothe  
Status resolvedResolutionfixed 
Product Version5.017 
Summary0004514: Unhandled Error
DescriptionPlaying. Suddenly game threw some unhandled errors. Got "Waiting for Players" but game kept running. Think it tried to divide by zero.
TagsNo tags attached.
Internal WeightNew

Activities

keith.lamothe

Oct 2, 2011 7:37 pm

administrator   ~0015353

Whoops, I wasn't checking the second operand in the division in the new feedback-attrition mechanic. Fixed for 5.019 :)

Fleet

Oct 2, 2011 7:40 pm

reporter   ~0015355

Is it safe to keep playing with attritioners with the bug, until the fix is released?

Thanks for prompt action.

keith.lamothe

Oct 2, 2011 7:44 pm

administrator   ~0015356

It's... sort of safe. Basically they're fine until you get down to nearly zero attritionable targets. If the last attritionable targets die then it's probably going to run into the bug: it has feedback damage to distribute, and counts up the eligible targets (result = 0) and then tries to divide the damage by the count of targets.

I'd say it's safe to play without the attritioners, but probably not with them. In theory as long as you got the attritioners off-planet before the last eligible targets died you'd be fine (the accumulated feedback damage is all "spent" that same frame, not carried across frames), but that could be tricky to pull off.

TechSY730

Oct 2, 2011 10:51 pm

reporter   ~0015373

Oh dear, and I am already using attritioners on my chokepoint planets.
Guess I'll have to move them away until this patch is released. :(

TechSY730

Oct 4, 2011 8:29 pm

reporter   ~0015682

Just a question, if I somehow do trigger this bug by keeping my attritioners on the front line, what is the danger? Do I risk the game crashing, or worse, corrupting my game state?

keith.lamothe

Oct 4, 2011 8:39 pm

administrator   ~0015683

The exception will cause that simulation frame to terminate at that point, meaning that no other planets will be processed that frame. It will continue to happen each frame until there is a valid target on the planet to soak up the feedback damage. That will probably cause some fairly odd bugs if allowed to persist.

The exceptions and logging will also slow the game to a crawl.

Issue History

Date Modified Username Field Change
Oct 2, 2011 6:51 pm Fleet New Issue
Oct 2, 2011 6:51 pm Fleet File Added: UnhandledErrors.txt
Oct 2, 2011 6:52 pm Fleet File Added: Tom Ed Coop.sav
Oct 2, 2011 7:37 pm keith.lamothe Internal Weight => New
Oct 2, 2011 7:37 pm keith.lamothe Note Added: 0015353
Oct 2, 2011 7:37 pm keith.lamothe Status new => resolved
Oct 2, 2011 7:37 pm keith.lamothe Resolution open => fixed
Oct 2, 2011 7:37 pm keith.lamothe Assigned To => keith.lamothe
Oct 2, 2011 7:40 pm Fleet Note Added: 0015355
Oct 2, 2011 7:44 pm keith.lamothe Note Added: 0015356
Oct 2, 2011 10:51 pm TechSY730 Note Added: 0015373
Oct 4, 2011 8:29 pm TechSY730 Note Added: 0015682
Oct 4, 2011 8:39 pm keith.lamothe Note Added: 0015683
Apr 14, 2014 9:28 am Chris_McElligottPark Category Bug - Crash or Exception => Crash/Exception