View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0023599 | AI War 2 | Crash/Exception | Aug 27, 2020 7:25 pm | Aug 28, 2020 10:53 am | |
Reporter | Lord Of Nothing | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.128 Don't Lie About Distant Future Waves, AI | ||||
Fixed in Version | 2.129 No Shrooms For Ships | ||||
Summary | 0023599: Savegames fail to load. | ||||
Description | All of the newer savegames in my current game fail to load with similar-looking errors. Game was started under 2.122 and had been played under that version until today, I didn't opt in to the beta this time. Three of the savegames that fail to load are attached (Quick3, autosave.8400, Quick2), as is an autosave (3600) which is the most recent save that will load. Debug log also attached. | ||||
Tags | No tags attached. | ||||
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Not your fault, but this is an exceptionally challenging one! I've been at it an hour and feel no more enlightened yet. |
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Fixed! They will all load in the new version: * Added a lot of extra instrumentation to the deserialization and serialization of factions, since there seems to be some sort of error in there with savegames from specific versions. ** Essentially with this sort of thing on, we can now manually look through the deserialization log and see if we notice where field data stops making sense. It was obvious that it was getting something like "I am hostile to 20 thousand factions," which is nonsense data, but it was not clear where the data was going wrong prior to that. ** From this, we could then see that most of the data reads in the player faction seemed reasonable, but the faction right after them was immediately messed up. This is after a lengthy code review turned up nothing wrong, so it's always possible that it's some sort of edge case that has been around for longer than we thought. ** Added in code to make it so that if an exception is thrown while deserializing a faction, we will now repeat that error better and stop doing further deserialization attempts. It turns out that was what was happening, and a more careful reading of the log could have saved about an hour and a half of work (oh well, things in the future will be easier to debug). * Fixed an issue with some savegames that had hacked dyson or dark spire ships, where the HackToGrantShipLine_DontDestroyTarget hack had been removed and split into several versions a few versions back. ** We now have added HackToGrantShipLine_DontDestroyTarget back in, in a deprecated fashion, so that old savegames with this data in it can load. |
Date Modified | Username | Field | Change |
---|---|---|---|
Aug 27, 2020 7:25 pm | Lord Of Nothing | New Issue | |
Aug 27, 2020 7:25 pm | Lord Of Nothing | File Added: Quick3.save | |
Aug 27, 2020 7:25 pm | Lord Of Nothing | File Added: Autosave.8400.save | |
Aug 27, 2020 7:25 pm | Lord Of Nothing | File Added: Quick2.save | |
Aug 27, 2020 7:25 pm | Lord Of Nothing | File Added: Autosave.3600.save | |
Aug 27, 2020 7:25 pm | Lord Of Nothing | File Added: ArcenDebugLog.txt | |
Aug 28, 2020 9:54 am | Chris_McElligottPark | Note Added: 0058217 | |
Aug 28, 2020 10:53 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Aug 28, 2020 10:53 am | Chris_McElligottPark | Status | new => resolved |
Aug 28, 2020 10:53 am | Chris_McElligottPark | Resolution | open => fixed |
Aug 28, 2020 10:53 am | Chris_McElligottPark | Fixed in Version | => 2.129 No Shrooms For Ships |
Aug 28, 2020 10:53 am | Chris_McElligottPark | Note Added: 0058219 |