View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0026247 | AI War 2 | Bug - Gameplay | Feb 3, 2022 3:23 pm | Feb 3, 2022 8:01 pm | |
Reporter | habakuk | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 3.791 Network Defragmentation | ||||
Fixed in Version | Beta 3.792 Thread And Entity Sanity | ||||
Summary | 0026247: Mines vanishing, suddenly strange things are attached to fleet. | ||||
Description | Suddenly 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. | ||||
Tags | No tags attached. | ||||
related to | 0026243 | resolved | Chris_McElligottPark | Sometimes enemy units get added to my fleet |
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Do you have a savegame of where things are attached wrong places? |
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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. |
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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). |
Date Modified | Username | Field | Change |
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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 |