View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024838 | AI War 2 | Bug - Gameplay | May 7, 2021 2:55 pm | May 8, 2021 9:30 pm | |
Reporter | Bummeri | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.901 AIP Reduction Clarity | ||||
Fixed in Version | 2.902 Rather Refined Ghosts | ||||
Summary | 0024838: MP session 20210507 retry | ||||
Description | We tried to reaload the save to see what had changed with new version. I as a client got a bunch of errors and ships proceded to vanish. WE promptly stoped the game after that. Log attached. | ||||
Tags | No tags attached. | ||||
related to | 0024825 | resolved | Chris_McElligottPark | MP session summary 20210507 |
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* Put extra instrumentation into InternalCreateActualShotForSalvo() to isolate MP cross-threading errors, and put in defensive code for the most common possible cases. |
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Fixed "DoEntitySecondLogic debug code 161", which could happen on MP clients. |
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Okay, the new raft of exceptions is fixed! I am going to be firing up your save for myself to make sure that there were not more hiding behind what was in your log. Sometimes we fix what was reported, and then now that that is fixed it just moves on to something new. |
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Okay, no more errors in this one! It seems to proceed pretty smoothly. |
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Thank you! * Fixed a major longstanding client-side bug in multiplayer where two copies of a ship/structure/unit could be created by mistake, and this led to lots of client confusion and ghosts and explosions of not-ghosts and so on. ** Essentially what was happening is that sometimes the general-purpose client sync data was getting there before the "fast blast" data, which was not something I expected would ever be possible... but is. By simply making the fast blast data check to make sure it doesn't already have this entity (and thus update that one versus creating a duplicate), this fixes the bulk of the problems. ** A few other changes in general were noted, including having the clients now log how many ghost suspects they have asked sync information for, and how many ghosts they have busted. We actually tried a few different things to mitigate ghost suspects, but it still winds up accidentally busting too many ghosts. So as it is, we wind up with more ghost suspects than we would prefer, but it should be in a place where it's not actually busting any invalid ghosts (and hopefully it finds no ghosts at all). ** If you see a bunch of ships on a client get destroyed and then reappear, please do let us know! |
Date Modified | Username | Field | Change |
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May 7, 2021 2:55 pm | Bummeri | New Issue | |
May 7, 2021 2:55 pm | Bummeri | File Added: ClientLog.txt | |
May 7, 2021 2:56 pm | Bummeri | Relationship added | child of 0024825 |
May 8, 2021 7:07 pm | Chris_McElligottPark | Relationship deleted | child of 0024825 |
May 8, 2021 7:32 pm | Chris_McElligottPark | Note Added: 0061438 | |
May 8, 2021 7:33 pm | Chris_McElligottPark | Note Added: 0061439 | |
May 8, 2021 7:33 pm | Chris_McElligottPark | Relationship added | related to 0024825 |
May 8, 2021 7:34 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
May 8, 2021 7:34 pm | Chris_McElligottPark | Status | new => resolved |
May 8, 2021 7:34 pm | Chris_McElligottPark | Resolution | open => fixed |
May 8, 2021 7:34 pm | Chris_McElligottPark | Fixed in Version | => 2.902 Rather Refined Ghosts |
May 8, 2021 7:34 pm | Chris_McElligottPark | Note Added: 0061440 | |
May 8, 2021 7:46 pm | Chris_McElligottPark | Note Added: 0061442 | |
May 8, 2021 9:30 pm | Chris_McElligottPark | Note Added: 0061446 |