Topic: Bugs
WorldSavior![]() Topic Opener |
Posted at:
2019-03-17, 14:01 UTC+1.0
Isn't it visible in build 19 how much points each team has gotten in woodgnome (like in collectors)? In trunk9006 I cannot see how much points combined my opponents team has gotten. Wanted to save the world, then I got widetracked ![]() ![]() |
stonerl![]() |
Posted at:
2019-03-17, 14:40 UTC+1.0
Nope, build19 did only show the individual players score. Team score needs to be implemented. ![]() ![]() |
hessenfarmer![]() |
Posted at:
2019-03-17, 21:01 UTC+1.0
Hi, just out of curiosity I loaded the savegame in the zip file with r9017 and let it run for some time with accelerated time. I did nothing else and the constructionsites of the zitadels the reed farmers and the farmer and every other site shown in the PNG file were finished. After they had been finished the crash was not reproducible while it was reproducible in the beginning rigth after loading.
see above perhaps there isn't a problem at all. My guess is that a the logs fot hte construction make their way from an overseas port. This lasts obviously long time. ![]() ![]() |
Nordfriese![]() |
Posted at:
2019-03-17, 21:18 UTC+1.0
Ok, then that might not be a bug after all here…
This crash is (theoretically) reproducible only when you dismantle/destroy a port while so many wares are lying on its flag that the workers can´t all come out in time to fetch them. This situation happens fairly rarely. For some reason, destroying the southern port shortly after loading the savegame causes it at the northern port (and perhaps the one in the middle?).
I meant the "Error, could not find a route!!" messages. Those should never, ever occur in a game, and they likely are an indicator that something is (at least temporarily) seriously wrong with the internal state of the game. ![]() ![]() |
Nordfriese![]() |
Posted at:
2019-03-17, 21:56 UTC+1.0
Good news, these logs appear only in a corner case, and although there is an underlying problem, it is fixed automatically within 1-2 seconds, so it is not worth fixing this IMHO. This delay when splitting the economies has been implemented on purpose to avoid performance issues; and this bug happens you hit that very narrow time window exactly, and an affected worker is pathfinding at this very moment – so as I said, I´m in favour of ignoring this.
Edited:
2019-03-17, 21:58 UTC+1.0
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hessenfarmer![]() |
Posted at:
2019-03-17, 22:28 UTC+1.0
so this means that after your fix there is no other bug involved in this situation. Which means we can postpone the economy bug after emergency save again IMHO. ![]() ![]() |
GunChleoc![]() |
Posted at:
2019-03-18, 09:30 UTC+1.0
Agreed. I have postponed the bug. Busy indexing nil values ![]() ![]() |
dreieck![]() |
Posted at:
2019-03-18, 11:28 UTC+1.0
Now launchpad did work and I filed the bug: https://bugs.launchpad.net/widelands/+bug/1820582 (empty signature.) ![]() ![]() |
dreieck![]() |
Posted at:
2019-03-18, 11:30 UTC+1.0
But then, why do the construction sites not get the wood if I isolate them into a seperate economy with some woodcutters (and a few unrelated buildings) only as shown in the 2nd screenshot? They should get the wood from this local economy then!
Edited:
2019-03-18, 11:43 UTC+1.0
(empty signature.) ![]() ![]() |
dreieck![]() |
Posted at:
2019-03-18, 11:38 UTC+1.0
No, I don't have a replay.
What causes that wares are carried out of the ports to the flag if I destroy another port?
Wow, a race condition. I think race conditions should be fixed. They could give rise to errors, corner cases can be hit. If this case definitely will never cause any problem, then the log messages could be changed to something which is considered to be allowed to happen? (empty signature.) ![]() ![]() |