View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0020871 | AI War 2 | Bug - Gameplay | Dec 28, 2018 4:59 am | Jan 9, 2019 7:50 am | |
Reporter | Kahuna | Assigned To | BadgerBadger | ||
Status | resolved | Resolution | fixed | ||
Product Version | 0.809 Divide By Human | ||||
Fixed in Version | 0.810 Brace for Cross Planet Attack | ||||
Summary | 0020871: Ships teleport to a far away location when going through a wormhole | ||||
Description | Some times when you order ships to go through a wormhole they teleport to a far away location from the wormhole after having gone through it, Steps to reproduce: -Start a new game with Raptors (I think it works better with fast ships) -Build a full cap (60) of Mark I Raptors on planet A -On planet A move the Raptors far away from planet B's wormhole -Order them to go through planet B's wormhole (Screenshot A) and DO NOT look at planet B yet because if you're viewing planet B it wont happen -Pause the game when about half of the Raptors seem to have gone through the wormhole (Screenshot B) -Look at planet B and see how some of the Raptors have teleported to a far away location from the A-->B wormhole (Screenshot C) Attached a save file and 3 screenshots. Load the save file and simply unpause the game and the Raptors will fly trough the wormhole. You can try viewing and not viewing the planet B and see how it affects this bug. | ||||
Tags | No tags attached. | ||||
related to | 0020769 | resolved | BadgerBadger | Ships warping to incorrect position after wormhole |
related to | 0020397 | resolved | BadgerBadger | Ship icons appearing and disappearing in the middle of the planet |
related to | 0020665 | resolved | BadgerBadger | When moving through a wormhole while paused, some ships appear on random places in the target system |
related to | 0020356 | resolved | BadgerBadger | If units have not enough place, they will teleport to other place on the map |
related to | 0020800 | resolved | BadgerBadger | Some ships enter new galaxy not at wormhole |
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Thanks. This is related to a number of other cases as well. |
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I think this is a race with the wormhole traversal and decollision code. In DoEntityStepLogic_Ship we check if the ship is going to go through a wormhole, and if it is then we call this.Planet.ShipsReadyForWormholeTraversalAtEndOfThisFrame.Add( this ); Then we call this.Inner_CheckForPlannedMove(); this function checks the outcome of the decollisiion logic, then updates the ship's location appropriately. I think the location update in Inner_CheckForPlannedMove() can under some circumstances happen after the wormhole traversal code run from EntitySimLogicImplementation.cs (which handles the ShipsReadyForWormholeTraversalAtEndOfThisFrame list), causing ships to first change planets, but then wind up at the location the decollision logic intends for them. A tentative fix is checked in, where we simply omit handling updates from the decollision thread for the first second after a ship changes planets. It's a bit hacky, but it seems to work. |
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After testing with this case, as well as 3,000 ludicrously fast ships in several ways of entering wormholes, this issue appears to be fixed at last. |
Date Modified | Username | Field | Change |
---|---|---|---|
Dec 28, 2018 4:59 am | Kahuna | New Issue | |
Dec 28, 2018 4:59 am | Kahuna | File Added: A.jpg | |
Dec 28, 2018 4:59 am | Kahuna | File Added: B.jpg | |
Dec 28, 2018 4:59 am | Kahuna | File Added: C.jpg | |
Dec 28, 2018 4:59 am | Kahuna | File Added: Bug Hunt.save | |
Dec 28, 2018 5:06 am | Kahuna | Description Updated | |
Dec 29, 2018 2:20 pm | Michael | Assigned To | => Chris_McElligottPark |
Dec 29, 2018 2:20 pm | Michael | Status | new => assigned |
Dec 29, 2018 2:20 pm | Michael | Note Added: 0050686 | |
Dec 29, 2018 2:20 pm | Michael | Relationship added | related to 0020769 |
Dec 29, 2018 2:21 pm | Michael | Relationship added | related to 0020397 |
Dec 29, 2018 2:22 pm | Michael | Relationship added | related to 0020665 |
Dec 29, 2018 2:22 pm | Michael | Relationship added | related to 0020356 |
Dec 29, 2018 2:22 pm | Michael | Relationship added | related to 0020800 |
Jan 8, 2019 11:27 pm | BadgerBadger | Note Added: 0050704 | |
Jan 8, 2019 11:40 pm | BadgerBadger | Note Edited: 0050704 | |
Jan 8, 2019 11:40 pm | BadgerBadger | Assigned To | Chris_McElligottPark => BadgerBadger |
Jan 8, 2019 11:49 pm | BadgerBadger | Note Edited: 0050704 | |
Jan 9, 2019 7:50 am | RocketAssistedPuffin | Status | assigned => resolved |
Jan 9, 2019 7:50 am | RocketAssistedPuffin | Resolution | open => fixed |
Jan 9, 2019 7:50 am | RocketAssistedPuffin | Fixed in Version | => 0.810 Brace for Cross Planet Attack |
Jan 9, 2019 7:50 am | RocketAssistedPuffin | Note Added: 0050705 |