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Topic: Bugs

hessenfarmer
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Joined: 2014-12-11, 23:16
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Posted at: 2018-09-27, 09:58

WorldSavior wrote:

  • The final message in collectors doesn't show the points of all players anymore (at one place) --> Regression

Were they ever shown? I doigged through the history of the file and couldn't find any breaking change to that. Please explain a bit more what is the rror if it had been correct once and waht is the desired behaviour.


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WorldSavior
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Joined: 2016-10-15, 04:10
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Version: Recent tournament version
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Posted at: 2018-09-27, 18:33

@GunChleoc and ypopezios:

Thanks for your clarification

hessenfarmer wrote:

WorldSavior wrote:

  • The final message in collectors doesn't show the points of all players anymore (at one place) --> Regression

Were they ever shown?

I checked it now in build 19 and realized that I was wrong. Though in build 19 there are more informations than in trunk: It also shows if the player won or lost and the time.

I doigged through the history of the file and couldn't find any breaking change to that. Please explain a bit more what is the rror if it had been correct once and waht is the desired behaviour.

The desired behaviour would be that not only the team of the player is shown, but also the points. Time and game result would also be welcome, but this is rather a wishlist bug, I guess. I'm sorry for the confusion...


Wanted to save the world, then I got widetracked

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WorldSavior
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Posted at: 2018-09-27, 21:28

By the way, what happened to the bug which causes that productiontimes waste 10 seconds if they skip a production program?

Couldn't it be simply fixed by changing a c-file a little bit? I don't know which one exactly...


Wanted to save the world, then I got widetracked

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stonerl
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Joined: 2018-07-30, 00:03
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Posted at: 2018-09-27, 21:39

WorldSavior wrote:

By the way, what happened to the bug which causes that productiontimes waste 10 seconds if they skip a production program?

Couldn't it be simply fixed by changing a c-file a little bit? I don't know which one exactly...

Has been fixed a month ago. We introduced a new return code called no_stats. This one is used instead of a non-conditional return=skipped if stats are not needed.

Edited: 2018-09-27, 21:40

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WorldSavior
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Posted at: 2018-09-27, 21:44

stonerl wrote:

WorldSavior wrote:

By the way, what happened to the bug which causes that productiontimes waste 10 seconds if they skip a production program?

Couldn't it be simply fixed by changing a c-file a little bit? I don't know which one exactly...

Has been fixed a month ago. We introduced a new return code called no_stats. This one is used instead of a non-conditional return=skipped if stats are not needed.

Thanks a lot face-smile.png


Wanted to save the world, then I got widetracked

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hessenfarmer
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Posted at: 2018-09-28, 23:46

WorldSavior wrote:

I checked it now in build 19 and realized that I was wrong. Though in build 19 there are more informations than in trunk: It also shows if the player won or lost and the time.

And this seems to be a real bug as the definitions for these informations are still in the endresult table definitions in wui/game_summary.cc but the two columns aren't shown. This should be fixed and I would support having a 5th column showing the points if apllicable (collectors or woodgnome, etc.)


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GunChleoc
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Posted at: 2018-09-29, 08:32

There is a lot that could be done in the summary screen, it is pretty sparse at the moment. I'd really like to give the win conditions a big overhaul - I finally pulled out lots of common code for Territorial Time/Lord, but there's more work to be done.


Busy indexing nil values

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hessenfarmer
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Posted at: 2018-09-30, 23:00

Ok I uploaded a branch which reinstates the staus quo of b19 for the summary screen


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hessenfarmer
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Posted at: 2018-10-02, 10:42

hessenfarmer wrote:

Ok I uploaded a branch which reinstates the staus quo of b19 for the summary screen

branch has been merged


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stonerl
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Posted at: 2018-10-07, 01:25

With build 8869 I have a desync. 2 players, 1 Mac (Host) , 1 Windows and 2 AI. Loading the savegame also results in an immediate desync.

The savegame can be found here

This is the windows version we used.

Mac was build from source.

The output is as follows:

Done reloading the game from replay
Replay writer has started
[sync] Reset
ComputerPlayer(3): initializing as type 2
    ... member of team 2
    ... DNA initialized
  3: 0 basic buildings in savegame file. 
[Host]: Requesting sync reports for time 14167589
 3: expedition max duration = 8100 (135 minutes), map area root: 192
ComputerPlayer(4): initializing as type 2
    ... member of team 2
    ... DNA initialized
  4: 0 basic buildings in savegame file. 
 4: expedition max duration = 8100 (135 minutes), map area root: 192
[Host]: Client 0: got pong
[Host]: Client 0: Time 14167589
[Host]: Client 0 reports time 14167589 (networktime = 14167610) during hang
[Host]: comparing syncreports for time 14167589
[Host]: lost synchronization with client 0!
I have:     8500fc12479833420dd9e386f98ef607
Client has: 5afded9210edb167fd2d1ac2a484a655
FATAL ERROR - game crashed. Attempting emergency save.
Game: Writing Preload Data ... took 40ms
Game: Writing Game Class Data ... took 1ms
Game: Writing Player Info ... took 395ms
Game: Writing Map Data!
Writing Elemental Data ... took 2ms
 Writing Player Names And Tribe Data ... took 0ms
 Writing Port Spaces Data ... took 1ms
 Writing Heights Data ... took 47ms
 Writing Terrain Data ... took 85ms
 Writing Player Start Position Data ... took 0ms
 Writing Player Message Data ... took 22ms
 Writing Resources Data ... took 60ms
 Writing Map Version ... took 0ms
 Writing Allowed Worker Types Data ... took 0ms
 Writing Allowed Building Types Data ... took 7ms
 Writing Flag Data ... took 25ms
 Writing Road Data ... took 11ms
 Writing Building Data ... took 13ms
 Writing Map Objects ... took 349ms
 Writing Flagdata Data ... took 24ms
 Writing Roaddata Data ... took 104ms
 Writing Buildingdata Data ... took 79ms
 Writing Node Ownership Data ... took 18ms
 Writing Exploration Data ... took 33ms
 Writing Players Unseen Data ... took 288ms
 Writing Scripting Data ... took 156ms
 Writing Objective Data ... took 0ms
 Writing map images ... took 2ms
 MapSaver::save() for 'Calvisson' took 1372ms
Game: Writing Map Data took 1375ms
Game: Writing Player Economies Info ... took 4ms
Game: Writing ai persistent data ... took 1ms
Game: Writing Command Queue Data ... took 347ms
Game: Writing Interactive Player Data ... took 0ms
GameSaver::save() took 2166ms
SaveHandler::save_game() took 2167ms
[Host]: disconnect_player_controller(1, 3==D)
[Host]: disconnect_client(0, CLIENT_DESYNCED, )
[NetHost] Closing network connection to 192.168.1.230:54239.
[Host]: Requesting sync reports for time 14167611

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