View Issue Details

IDProjectCategoryLast Update
0026247AI War 2Bug - GameplayFeb 3, 2022 8:01 pm
Reporterhabakuk Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product VersionBeta 3.791 Network Defragmentation 
Fixed in VersionBeta 3.792 Thread And Entity Sanity 
Summary0026247: Mines vanishing, suddenly strange things are attached to fleet.
DescriptionSuddenly mines that I had just built changed their places or just vanished. Other than that I noticed that things like turrets were attached to my main fleet and not to the battlestations/commandstations that they belong to. It's the same game that I posted two other logs a little while ago.

In addition: Either this game has become a lot harder or something is off. I struggle against two difficulty-7-AIs basically from the start. Some months ago that was not remotely the case.

I have another debug log that I will attach to this. Cheers.
TagsNo tags attached.

Relationships

related to 0026243 resolvedChris_McElligottPark Sometimes enemy units get added to my fleet 

Activities

habakuk

Feb 3, 2022 3:23 pm

reporter  

ArcenDebugLog.txt (1,127,521 bytes)

Chris_McElligottPark

Feb 3, 2022 5:39 pm

administrator   ~0064084

Do you have a savegame of where things are attached wrong places?

habakuk

Feb 3, 2022 6:21 pm

reporter   ~0064088

Yes. If you look at the Strike Fleet Transports 1 and 3 you will see, that they have minefields, turrets and other stuff attached to them.
Autosave at 40m 0s.save (298,918 bytes)

Chris_McElligottPark

Feb 3, 2022 8:01 pm

administrator   ~0064091

Thanks!

* Lots of updates to the way that we centrally track entity info!
** The short version is that now we're keeping track of a bit more information, and we access it differently (a regular dictionary and a lock when writing, rather than a concurrent dictionary).
*** The reason for the dictionary change is partly performance, and partly to avoid issues with thread sync.
*** Also, the way that we store some of the debug information about the number of units created is now more efficient, now also requiring three fewer concurrent dictionaries.
** As part of this, the game now does a per-second check to see if any units have unexpectedly switched fleets or switched factions, since that was something that was happening to a couple of folks lately. It will give an error immediately if so, now.
*** The hope is that with the restructuring of how data goes in, that this will no longer happen in general. That said, if there is a "valid" call to SwitchFaction that is just calling to the wrong place, then we'll have to do more instrumentation.
** Another part of this is that if there is a duplicate PKID registered (this may have been the cause of unexpected faction shifts), then it now does a better job of getting a new non-conflicting PKID on game hosts (and in SP).

Issue History

Date Modified Username Field Change
Feb 3, 2022 3:23 pm habakuk New Issue
Feb 3, 2022 3:23 pm habakuk File Added: ArcenDebugLog.txt
Feb 3, 2022 5:39 pm Chris_McElligottPark Note Added: 0064084
Feb 3, 2022 5:42 pm Chris_McElligottPark Relationship added related to 0026243
Feb 3, 2022 6:21 pm habakuk Note Added: 0064088
Feb 3, 2022 6:21 pm habakuk File Added: Autosave at 40m 0s.save
Feb 3, 2022 8:01 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Feb 3, 2022 8:01 pm Chris_McElligottPark Status new => resolved
Feb 3, 2022 8:01 pm Chris_McElligottPark Resolution open => fixed
Feb 3, 2022 8:01 pm Chris_McElligottPark Fixed in Version => Beta 3.792 Thread And Entity Sanity
Feb 3, 2022 8:01 pm Chris_McElligottPark Note Added: 0064091