View Issue Details

IDProjectCategoryLast Update
0020052AI War 2Bug - OtherSep 5, 2018 3:48 pm
ReporterRocketAssistedPuffin Assigned ToChris_McElligottPark  
Status resolvedResolutionfixed 
Product Version0.763 Supersized Ship Caps 
Fixed in Version0.766 Target Equilibrium 
Summary0020052: If a merc unit has a spawn on death effect, triggers a dopersecond logic error
DescriptionThe unit causing is is my Automated Construction Bots, who spawn 10 of themselves upon death, like Hydras. Error pops when the effect is used.

The weird thing is...they work fine. They act exactly as they should, after a small delay upon spawning.

(This bug might be caused by this, so putting it here: A data center grew engines and slowly tried to sneak away. It hasn't occured before this error and seems to start when it pops. How a logic error causes a center to move...baffling. A forcefield also became invincible at 0% health and the mercs crowded it, not moving past).

This group can just be left out until it's fixed.
TagsNo tags attached.

Relationships

related to 0020139 resolvedChris_McElligottPark Long range planning error with Mercenaries 

Activities

RocketAssistedPuffin

Aug 30, 2018 6:54 am

reporter  

ArcenDebugLog.txt (1,130,270 bytes)

BadgerBadger

Aug 30, 2018 10:10 am

manager   ~0048586

Hey Chris, does GameEntityCategory.Ship now include turrets? I've also observed some minor faction units moving. I do have code that makes (say) marauder ships appear to patrol a planet; the code iterates over all the GameEntityCategory.Ship units, and if there's no fighting it makes them patrol a planet. I've seen some turrets also attempting to patrol; it's very thoughtful of them to help, but that's not really what I had in mind

RocketAssistedPuffin

Aug 30, 2018 12:22 pm

reporter   ~0048601

There was an Ion Cannon that started to move as well. The entire entity, not just the icon. They both moved towards the bottom left of the planet.

Chris_McElligottPark

Aug 30, 2018 9:36 pm

administrator   ~0048644

There was a bug in GetSpeed() that was making it so that ships could all move as part of my fix to the gravity issue. Fixed that now.

That said, Ships has always actually included turrets and other structures -- it means "anything that's not a shot or wormhole," basically. If you want mobile ships, then I think there's a rollup called MobileCombatants or something like that.

Chris_McElligottPark

Aug 30, 2018 9:55 pm

administrator   ~0048645

Thanks!

* Protections and logging have been put in that should solve the problem of nullref exceptions after a mercenary unit spawns another mercenary unit on death.
** This hasn't been tested, so if it still breaks in the next version then we'll need a savegame, but that wasn't possible prior to now.

RocketAssistedPuffin

Aug 31, 2018 1:57 pm

reporter   ~0048666

This is still here, but it took longer to trigger, instead of on the very first instance the Hydra effect occurs.

Save with the responsible units on planet "Alpha" already purchased and waiting to break stuff.
DoPerSecondError.save (158,019 bytes)

BadgerBadger

Sep 2, 2018 12:42 am

manager   ~0048713

Last edited: Sep 5, 2018 10:33 am

Hey Chris, so this bug is definitely still happening. It's caused by the fact that when the "hydra" units spawn Construction Bots, those construction bots don't have MercenaryUnitData or a Mercenary Group applied to them. Since the SpawnOnDeath code is done in the Core code, it has no knowledge of External Data that might need to be duplicated from the original entity to the newly spawned entites. So when we try to check which Mercenary Group the new Construction Bot is in, it doesn't have a group and so it explodes.

The most obvious fix is to the Mercenary Data information into Core code, then account for that when spawning the new units, but I don't really like that solution so I'm going to throw this one to you.

Edit: Now that I look at this code again it looks pretty different, so I'm no longer 100% confident about this assessment

Chris_McElligottPark

Sep 5, 2018 2:14 pm

administrator   ~0048864

Got it, thanks guys -- I can fix this now that I have a repro case. I specifically don't want to move the mercenary code into the main project because then it goes closed-source AND we lose an example of how to mod in something cool. I had a solution in mind for this, which I attempted without having a repro case, but that clearly didn't work. I'll have to be a bit more aggressive here, but that's ok.

RocketAssistedPuffin

Sep 5, 2018 2:36 pm

reporter   ~0048872

Could comment the group out for now - I made it for a thematic reason to try the Hydra effect - in the worst possible way apparently!

If we really want the Hydra effect still in use, I could just make a new fleetship for it. If it'd work for the human and AI at least. Though...Nanocaust could infect one as well. That'll be really weird?

Chris_McElligottPark

Sep 5, 2018 3:48 pm

administrator   ~0048885

Thanks!

* Added a new DoOnSpawnsOnDeath method on the scenario and on the special faction implementations. This allows us to have central logic, or per-faction logic, for when an entity is spawned via another entity dying.
** We're now using this on when a mercenary does this in order to copy to mercenary group affiliation from the parent to the child, thus preventing errors that otherwise happened.

Issue History

Date Modified Username Field Change
Aug 30, 2018 6:54 am RocketAssistedPuffin New Issue
Aug 30, 2018 6:54 am RocketAssistedPuffin File Added: ArcenDebugLog.txt
Aug 30, 2018 10:10 am BadgerBadger Note Added: 0048586
Aug 30, 2018 12:22 pm RocketAssistedPuffin Note Added: 0048601
Aug 30, 2018 9:36 pm Chris_McElligottPark Note Added: 0048644
Aug 30, 2018 9:55 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Aug 30, 2018 9:55 pm Chris_McElligottPark Status new => resolved
Aug 30, 2018 9:55 pm Chris_McElligottPark Resolution open => fixed
Aug 30, 2018 9:55 pm Chris_McElligottPark Fixed in Version => 0.764 Mercenary Surge
Aug 30, 2018 9:55 pm Chris_McElligottPark Note Added: 0048645
Aug 31, 2018 1:57 pm RocketAssistedPuffin File Added: DoPerSecondError.save
Aug 31, 2018 1:57 pm RocketAssistedPuffin File Added: DoPerSecondError.savemet
Aug 31, 2018 1:57 pm RocketAssistedPuffin Note Added: 0048666
Sep 2, 2018 12:42 am BadgerBadger Status resolved => feedback
Sep 2, 2018 12:42 am BadgerBadger Resolution fixed => reopened
Sep 2, 2018 12:42 am BadgerBadger Note Added: 0048713
Sep 2, 2018 12:42 am BadgerBadger Status feedback => assigned
Sep 2, 2018 12:43 am BadgerBadger Note Edited: 0048713
Sep 5, 2018 9:00 am BadgerBadger Relationship added related to 0020139
Sep 5, 2018 10:33 am BadgerBadger Note Edited: 0048713
Sep 5, 2018 2:14 pm Chris_McElligottPark Note Added: 0048864
Sep 5, 2018 2:36 pm RocketAssistedPuffin Note Added: 0048872
Sep 5, 2018 3:48 pm Chris_McElligottPark Status assigned => resolved
Sep 5, 2018 3:48 pm Chris_McElligottPark Resolution reopened => fixed
Sep 5, 2018 3:48 pm Chris_McElligottPark Fixed in Version 0.764 Mercenary Surge => 0.766 Target Equilibrium
Sep 5, 2018 3:48 pm Chris_McElligottPark Note Added: 0048885