View Issue Details

IDProjectCategoryLast Update
0024838AI War 2Bug - GameplayMay 8, 2021 9:30 pm
ReporterBummeri Assigned ToChris_McElligottPark  
Severityminor 
Status resolvedResolutionfixed 
Product Version2.901 AIP Reduction Clarity 
Fixed in Version2.902 Rather Refined Ghosts 
Summary0024838: MP session 20210507 retry
DescriptionWe tried to reaload the save to see what had changed with new version. I as a client got a bunch of errors and ships proceded to vanish. WE promptly stoped the game after that. Log attached.
TagsNo tags attached.

Relationships

related to 0024825 resolvedChris_McElligottPark MP session summary 20210507 

Activities

Bummeri

May 7, 2021 2:55 pm

reporter  

ClientLog.txt (387,527 bytes)

Chris_McElligottPark

May 8, 2021 7:32 pm

administrator   ~0061438

* Put extra instrumentation into InternalCreateActualShotForSalvo() to isolate MP cross-threading errors, and put in defensive code for the most common possible cases.

Chris_McElligottPark

May 8, 2021 7:33 pm

administrator   ~0061439

Fixed "DoEntitySecondLogic debug code 161", which could happen on MP clients.

Chris_McElligottPark

May 8, 2021 7:34 pm

administrator   ~0061440

Okay, the new raft of exceptions is fixed!

I am going to be firing up your save for myself to make sure that there were not more hiding behind what was in your log. Sometimes we fix what was reported, and then now that that is fixed it just moves on to something new.

Chris_McElligottPark

May 8, 2021 7:46 pm

administrator   ~0061442

Okay, no more errors in this one! It seems to proceed pretty smoothly.

Chris_McElligottPark

May 8, 2021 9:30 pm

administrator   ~0061446

Thank you!

* Fixed a major longstanding client-side bug in multiplayer where two copies of a ship/structure/unit could be created by mistake, and this led to lots of client confusion and ghosts and explosions of not-ghosts and so on.
** Essentially what was happening is that sometimes the general-purpose client sync data was getting there before the "fast blast" data, which was not something I expected would ever be possible... but is. By simply making the fast blast data check to make sure it doesn't already have this entity (and thus update that one versus creating a duplicate), this fixes the bulk of the problems.
** A few other changes in general were noted, including having the clients now log how many ghost suspects they have asked sync information for, and how many ghosts they have busted. We actually tried a few different things to mitigate ghost suspects, but it still winds up accidentally busting too many ghosts. So as it is, we wind up with more ghost suspects than we would prefer, but it should be in a place where it's not actually busting any invalid ghosts (and hopefully it finds no ghosts at all).
** If you see a bunch of ships on a client get destroyed and then reappear, please do let us know!

Issue History

Date Modified Username Field Change
May 7, 2021 2:55 pm Bummeri New Issue
May 7, 2021 2:55 pm Bummeri File Added: ClientLog.txt
May 7, 2021 2:56 pm Bummeri Relationship added child of 0024825
May 8, 2021 7:07 pm Chris_McElligottPark Relationship deleted child of 0024825
May 8, 2021 7:32 pm Chris_McElligottPark Note Added: 0061438
May 8, 2021 7:33 pm Chris_McElligottPark Note Added: 0061439
May 8, 2021 7:33 pm Chris_McElligottPark Relationship added related to 0024825
May 8, 2021 7:34 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
May 8, 2021 7:34 pm Chris_McElligottPark Status new => resolved
May 8, 2021 7:34 pm Chris_McElligottPark Resolution open => fixed
May 8, 2021 7:34 pm Chris_McElligottPark Fixed in Version => 2.902 Rather Refined Ghosts
May 8, 2021 7:34 pm Chris_McElligottPark Note Added: 0061440
May 8, 2021 7:46 pm Chris_McElligottPark Note Added: 0061442
May 8, 2021 9:30 pm Chris_McElligottPark Note Added: 0061446