View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0019320 | AI War 2 | Gameplay Idea | Dec 22, 2017 3:56 pm | Feb 13, 2018 12:09 am | |
Reporter | BadgerBadger | Assigned To | BadgerBadger | ||
Status | closed | Resolution | fixed | ||
Product Version | 0.612 | ||||
Fixed in Version | 0.706 | ||||
Summary | 0019320: Firing continues without enemy ships on a planet | ||||
Description | If you open this save game and enter the planet Guha you will hear firing. Ships on this planet continue to fire even though there are no enemies on this planet. I had taken my fleet to planet Hoare, fought enemies there, then retreated to this planet. I note on Hoare there is a damaged NeedlerGuardian_Mark2/ Here are some logging statements issued by the code illustrating the problem 12/22/2017 3:41:48 PM Enter ActuallyFireSalvo. CarrierStarship_Mark1 is firing 1 total shots 12/22/2017 3:41:48 PM CarrierStarship_Mark1 is making salvo noise. Shot 0 of salvoSize 1 at NeedlerGuardian_Mark2 12/22/2017 3:41:48 PM playsoundAtMainGameLocation 12/22/2017 3:41:48 PM Enter ActuallyFireSalvo. MissileCorvette_Mark1 is firing 5 total shots 12/22/2017 3:41:48 PM Enter ActuallyFireSalvo. SniperStarship_Mark1 is firing 1 total shots 12/22/2017 3:41:48 PM Enter ActuallyFireSalvo. StealthStarship_Mark1 is firing 1 total shots 12/22/2017 3:41:48 PM StealthStarship_Mark1 is making salvo noise. Shot 0 of salvoSize 1 at NeedlerGuardian_Mark2 12/22/2017 3:41:48 PM playsoundAtMainGameLocation 12/22/2017 3:41:48 PM Enter ActuallyFireSalvo. MissileCorvette_Mark1 is firing 5 total shots 12/22/2017 3:41:48 PM Enter ActuallyFireSalvo. ShieldStarship_Mark1 is firing 1 total shots 12/22/2017 3:41:48 PM ShieldStarship_Mark1 is making salvo noise. Shot 0 of salvoSize 1 at NeedlerGuardian_Mark2 12/22/2017 3:41:48 PM playsoundAtMainGameLocation The critical logs are emitted by if ( !hasPlayedSoundYet ) { hasPlayedSoundYet = true; //otherwise we spam the queue and I'm just going to discard them anyway! string target = "null"; if(autoTarget != null) target = autoTarget.TypeData.InternalName; ArcenDebugging.ArcenDebugLogSingleLine(this.ParentEntity.TypeData.InternalName + " is making salvo noise. Shot " + j + " of salvoSize " + salvoSize + " at " + target, Verbosity.DoNotShow ); newShot.PlayJustFiredSound(); } in ActuallyFireSalvo() I suspect there is some sort of race condition between "Ship going through wormhole" and "EntitySystem acquires target" that causes it not to clear the target. | ||||
Tags | No tags attached. | ||||
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I started a new game with the Devourer, then used the Debug menu to give myself vision of the whole galaxy. I then hear a bunch of shot noises and see inmy log 12/22/2017 4:23:28 PM LaserGuardian_Mark4 is making salvo noise. Shot 0 of salvoSize 1 at DevourerGolem 12/22/2017 4:23:28 PM Enter ActuallyFireSalvo. MissileCorvette_Mark4 is firing 5 total shots 12/22/2017 4:23:28 PM MissileCorvette_Mark4 is making salvo noise. Shot 0 of salvoSize 1 at DevourerGolem 12/22/2017 4:23:29 PM Enter ActuallyFireSalvo. DevourerGolem is firing 16 total shots 12/22/2017 4:23:29 PM DevourerGolem is making salvo noise. Shot 0 of salvoSize 16 at WarheadSuppressor 12/22/2017 4:23:29 PM Enter ActuallyFireSalvo. StealthGuardian_Mark4 is firing 1 total shots 12/22/2017 4:23:29 PM StealthGuardian_Mark4 is making salvo noise. Shot 0 of salvoSize 1 at DevourerGolem 12/22/2017 4:23:29 PM Enter ActuallyFireSalvo. LaserGuardian_Mark4 is firing 1 total shots 12/22/2017 4:23:29 PM LaserGuardian_Mark4 is making salvo noise. Shot 0 of salvoSize 1 at DevourerGolem 12/22/2017 4:23:30 PM Enter ActuallyFireSalvo. DevourerGolem is firing 16 total shots 12/22/2017 4:23:30 PM DevourerGolem is making salvo noise. Shot 0 of salvoSize 16 at ShieldGenerator_Mark4 12/22/2017 4:23:30 PM Enter ActuallyFireSalvo. StealthGuardian_Mark4 is firing 1 total shots 12/22/2017 4:23:30 PM StealthGuardian_Mark4 is making salvo noise. Shot 0 of salvoSize 1 at DevourerGolem 12/22/2017 4:23:31 PM Enter ActuallyFireSalvo. DevourerGolem is firing 16 total shots 12/22/2017 4:23:31 PM DevourerGolem is making salvo noise. Shot 0 of salvoSize 16 at Bomber_Mark4 This planet was across the galaxy from my ships. Is it expected that any combat anywhere I have vision should make shooty noises? If so then the Dyson Sphere/Nanocaust/Devourer will make the game very loud..... Perhaps we need to limit it to "Only in combat with my faction"? |
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In the svn now: - simplified DoSystemStep and made it not call ActuallyFireSalvo unless there's some chance that it can actually fire (most of the time it wasn't actually firing due to lack of a target, so it was something of a misnomer) - added a bunch of tracing to DoSystemStep under the IndividualLogic tracing flag (can be turned on in-game under Menu > System > Debug > Tracing Long story short: ActuallyFireSalvo was being called but didn't actually spawn any shots unless it had a target, and it won't target something off planet (none of my testing has been able to cause that, anyway), so if you can retry with these changes I'd appreciate it. The sounds and explosions are definitely happening to ships long after they've left the battle, but it's not because of the ActuallyFireSalvo calls. |
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I have a fix in my sandbox that hopefully will eliminate the extra explosions. |
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I still observe non-Human faction firings causing the "shooting" noise. I added some logging to ActuallyFireSalvo and enabled the nanocaust and I see 12/25/2017 10:46:57 PM Aberration on Arcen.AIW2.Core.Planet is making salvo noise. Shot 0 of salvoSize 1 at ShieldGenerator_Mark2 <=== this is where the call to the Presentation layer is made 12/25/2017 10:46:57 PM Enter ActuallyFireSalvo. Abomination on Arcen.AIW2.Core.Planet is firing 1 total shots 12/25/2017 10:46:57 PM Abomination on Arcen.AIW2.Core.Planet is making salvo noise. Shot 0 of salvoSize 1 at ShieldGenerator_Mark2 12/25/2017 10:46:57 PM Enter ActuallyFireSalvo. Abomination on Arcen.AIW2.Core.Planet is firing 16 total shots 12/25/2017 10:46:57 PM Abomination on Arcen.AIW2.Core.Planet is making salvo noise. Shot 0 of salvoSize 16 at ShieldGenerator_Mark2 12/25/2017 10:46:57 PM Enter ActuallyFireSalvo. Abomination on Arcen.AIW2.Core.Planet is firing 1 total shots 12/25/2017 10:46:57 PM Abomination on Arcen.AIW2.Core.Planet is making salvo noise. Shot 0 of salvoSize 1 at ShieldGenerator_Mark2 12/25/2017 10:46:57 PM Enter ActuallyFireSalvo. Abomination on Arcen.AIW2.Core.Planet is firing 16 total shots 12/25/2017 10:46:57 PM Abomination on Arcen.AIW2.Core.Planet is making salvo noise. Shot 0 of salvoSize 16 at ShieldGenerator_Mark2 |
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Not that Aberration and Abominations are ships owned by the Nanocaust |
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Fixed in .706 |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 22, 2017 3:56 pm | BadgerBadger | New Issue | |
Dec 22, 2017 3:56 pm | BadgerBadger | File Added: Bug~#SI#681276224#1085#dsa#Vanilla#Normal.save | |
Dec 22, 2017 3:57 pm | Chris_McElligottPark | Assigned To | => keith.lamothe |
Dec 22, 2017 3:57 pm | Chris_McElligottPark | Status | new => assigned |
Dec 22, 2017 4:25 pm | BadgerBadger | Note Added: 0046640 | |
Dec 22, 2017 5:04 pm | keith.lamothe | Status | assigned => feedback |
Dec 22, 2017 5:04 pm | keith.lamothe | Note Added: 0046641 | |
Dec 22, 2017 5:12 pm | BadgerBadger | Note Added: 0046642 | |
Dec 22, 2017 5:12 pm | BadgerBadger | Status | feedback => assigned |
Dec 25, 2017 10:49 pm | BadgerBadger | Note Added: 0046647 | |
Dec 25, 2017 10:49 pm | BadgerBadger | Note Added: 0046648 | |
Feb 13, 2018 12:09 am | BadgerBadger | Assigned To | keith.lamothe => BadgerBadger |
Feb 13, 2018 12:09 am | BadgerBadger | Status | assigned => closed |
Feb 13, 2018 12:09 am | BadgerBadger | Resolution | open => fixed |
Feb 13, 2018 12:09 am | BadgerBadger | Fixed in Version | => 0.706 |
Feb 13, 2018 12:09 am | BadgerBadger | Note Added: 0046964 |