View Issue Details

IDProjectCategoryView StatusLast Update
0003845Spring engineGeneralpublic2013-10-07 16:11
ReporterShadowfury333 Assigned ToKloot  
PriorityhighSeveritymajorReproducibilityalways
Status resolvedResolutionfixed 
Product Version94.1.1+git 
Fixed in Version94.1.1+git 
Summary0003845: Partial (possibly graphical) lag when playing
DescriptionWhen playing Zero-K on Spring 94.1.1+git, the game lags oddly. Things like scrolling the map and unit animations are happening at about 2 fps, but UI rendering, order placement, camera rotation, and general rendering stuff happens at 200+ fps.

It's seems to be divided along synced/unsynced lines.

Playing on:
i7-2600k 3.4GHz
GeForce GTX 570, Driver version 314.07
Steps To ReproducePlay Zero-K with 94.1.1+git
TagsNo tags attached.
Attached Files
20130621_191108_Small_Divide-Remake-v04_94.1.1-645-g34c768b develop.sdf (Attachment missing)
output.log (Attachment missing)
infolog_silentwings_20131003.txt (Attachment missing)
infolog_silentwings_20131003_workerthread0.txt (Attachment missing)
forbfailfolog.txt (Attachment missing)
infolog_silentwings_1227.txt (Attachment missing)
forb-1227-infolog.txt (Attachment missing)
forb-infolog-1228.txt (Attachment missing)
infolog_silentwings_1228.txt (Attachment missing)
infolog_silentwings_1230.txt (Attachment missing)
forb-infolog-1230.txt (Attachment missing)
infolog_1232_googlefrog.txt (Attachment missing)
infolog_1239_googlefrog.txt (Attachment missing)
infolog_silentwings_1241_networkgame.txt (Attachment missing)
infolog_1250_googlefrog.txt (Attachment missing)
Checked infolog.txt for Errors

Relationships

duplicate of 0003955 closedKloot Stuttery unit graphics in 94.1.1+git 
related to 0003867 resolvedabma allow partial repathing of one square across frames for games which have many different movetypes to avoid lags 
related to 0004026 closedKloot memory leak! 
related to 0004025 closedKloot Spring.DIffTimers always returns 0 
related to 0004028 closedKloot clicking one unit often selects others of the same type 

Activities

Shadowfury333

2013-06-16 01:18

reporter   ~0010874

Last edited: 2013-06-22 19:10

Put a short video on YouTube to show the issue: http://www.youtube.com/watch?v=-U2OMX4STnU

Notice how the listed FPS is very high, and rotation and UI rendering is smooth, while map movement and unit animations are choppy and laggy.

Also, this happens regardless of the state of LogFlush or the unit healthbars widget.

UPDATE: After restarting my machine for updates, the engines all seem to work fine. Not sure if it was one of the updates (on Windows 7) or just the fact that I restarted and whatever background processes may have been using resources are now gone.

Google_Frog

2013-06-23 11:55

reporter   ~0010906

I have this bug as well. It is quite off putting. It looks like there is a problem with dealing with latency, the whole sim freezes for about half a second occasionally.

Licho

2013-06-23 18:38

reporter   ~0010910

I didnt get this bug when spectating.
Might also be ping related.

Google_Frog

2013-06-23 19:51

reporter   ~0010913

It is probably ping related. In that case 91.0 handles high ping better (it is not so obvious to the user) or somehow 94+ has worse latency.

IthoughtWeBannedHim

2013-06-25 20:40

reporter   ~0010937

Can you post the replay? Did you play against a AI that reclaims?

Shadowfury333

2013-06-27 06:37

reporter   ~0010939

Replay attached to report

jK

2013-06-27 11:37

developer   ~0010941

Last edited: 2013-06-27 11:39

I reduced the spawn rate of simframes in 94.
This makes the game much more responsive, cause new commands can just appended to the end, but if the server already created simframes for the next 2s your commands won't be added earlier than that.
This even happens when you are host (and so the lag is zero), it wouldn't add your commands earlier than 1-2s and in worst case when you are laging and the gameserver spawns simframes your client cannot process fast enough (cause you run a demo with speed 20x) it's possible that a `pause` command takes ~10s till it gets processed.

-> lag is pure gameserver

Google_Frog

2013-06-27 12:04

reporter   ~0010942

What? How is that better, 2s lag to add commands is worse.

This issue is not about giving commands (I assume by commands you mean a player giving orders). The jitteryness can be seen with units moving across the map. The game seems to speed up or slow down as well as stop for a moment.

jK

2013-06-28 18:11

developer   ~0010946

you didn't understand
read this: http://springrts.com/phpbb/viewtopic.php?f=12&t=30652&p=543954#p543954

jK

2013-06-30 21:23

developer   ~0010949

please test this
https://github.com/spring/spring/commit/807046f28d68a9e6e92dad8febc742aa34f8434c

Shadowfury333

2013-07-07 22:18

reporter   ~0010988

Last edited: 2013-07-07 23:25

It seems to work better, but I'm not sure what GoogleFrog is seeing now.

Forboding Angel

2013-07-15 05:49

reporter   ~0011000

This is the same as: http://springrts.com/mantis/view.php?id=3883

Google_Frog

2013-07-16 10:20

reporter   ~0011007

Still occurs with 698

Forboding Angel

2013-07-16 11:17

reporter   ~0011008

Confirm that the issue exists in BA 7.78.

Additionally, animations on 3do models seems to be completely screwed, as in super jerky and laggy.

Forboding Angel

2013-07-21 03:09

reporter   ~0011037

THis report: http://springrts.com/mantis/view.php?id=3883 got closed as though it was resolved even though it is the exact same issue as this bug.

Google_Frog

2013-07-21 06:59

reporter   ~0011038

This report is about jittery unit movement and general sim jitteryness. It is not specifically about camera movement jitters.

Forboding Angel

2013-07-21 07:52

reporter   ~0011039

It's the same bug, if this gets fixed, 100 bucks says that the camera will be fixed as well.

Forboding Angel

2013-07-21 09:45

reporter   ~0011040

From the description:

"Things like ***scrolling the map*** and unit animations are happening at about 2 fps"

This is about camera and animation failing in the same way that I described in my report.

I don't care that the other got closed, that's fine, but the resolution was basically "too damn bad", which really is bad considering that this is the same bug. I'm sure you can agree.

Google_Frog

2013-07-25 16:34

reporter   ~0011073

Occurs in 94.1.1-730, zooming is especially bad.

Forboding Angel

2013-07-29 07:28

reporter   ~0011105

Fixed for me in 94.1.1-749-g8730940

Google_Frog

2013-07-31 11:41

reporter   ~0011112

Not fixed for me in 94.1.1-752.

Anarchid

2013-08-22 14:38

reporter   ~0011358

Last edited: 2013-08-22 14:40

0003955 has been closed as duplicate of this, so i'll add my two cents to the case.

- still happens for me.
- does not seem to affect camera.
- does not seem to affect projectiles.
- does not influence actual sim, colvols and aimspheres move smoothly.
- only seems to affect unit animations, including heading changes.
- apparently not related to ping (occurs when playing local game).

Anarchid

2013-08-27 02:56

reporter   ~0011433

I've made a sprinkler unit that spins and emits a lasercannon shot and started eyeballing it in attempt for some blatantly uneducated guesswork just in case it's somehow useful.

Findings:
- all projectiles succesfully launched and impact on even intervals
- children of the only rotating piece seem to move about at different speed compared to piece itself 0_0

Licho

2013-08-27 10:02

reporter   ~0011439

I had experienced similar issues in 91.0 but it also affected smooth scrolling.
It was caused by window not being active/foreground one (despite it looked like one).

jK

2013-08-29 11:15

developer   ~0011483

Last edited: 2013-08-29 11:43

I am bit pissed off the quality of this ticket, many assumptions and the reporters don't investigate the cause at all.

So my last question before I start ignoring this ticket and the whole issue:
did anyone of you ever tried to disable LuaUI and/or LuaRules?

Nor did anyone investigated if it is caused by the OS,drivers,vsync...
Neither did anyone tested safemode ...

Forboding Angel

2013-08-29 11:49

reporter   ~0011484

Last edited: 2013-08-29 11:49

Uhh.. lolwut?

"So my last question before I start ignoring this ticket and the whole issue:
did anyone of you ever tried to disable LuaUI and/or LuaRules?

Nor did anyone investigated if it is caused by the OS,drivers,vsync...
Neither did anyone tested safemode ..."

Orly? I have. What's more, I reported back about it.

IN order:

1: Duh. No joy.
2: Is OS agnostic according to the reports.
3: Highly doubtful that we are all running the same driver versions.
4: No, vsync does nothing to fix it.
5: Au contraire. I even went so far as to test everything I could in springsettings and after hours of research came to the conclusion that it was not caused by springsettings. I also, funnily enough, reported _that_ too.

Forboding Angel

2013-08-29 12:04

reporter   ~0011485

From what I understand, OS restarts seem to clear it up for a while, although I can't verify that for myself. If that is the case, perhaps that would indicate drivers being silly? Perhaps spring is giving them information that they can't chew?

Kloot

2013-08-29 16:16

developer   ~0011487

After fixing 0003883 I'm now 100% certain this is due to the new high-res timer logic.

On my system the SMALLEST non-zero value that GlobalRendering::lastFrameTime can become is 0.001f (at 1000fps, happens often when looking at the edge of the map), higher framerates reduce it to EXACTLY zero which suggests precision loss in the toSecsf() conversion.

So, hypothesis: with normal non-trivial CPU/GPU load s.t. framerate is <<< 1000 but >>> 0, all these issues should disappear. Spawn a few hundred units and have them patrol around (or whatever) to test this.

Anarchid

2013-08-29 22:06

reporter   ~0011492

Last edited: 2013-08-30 10:17

Just finished recompile (1026), still happens.

Also: attempted running on xfce desktop with compositing disabled. Didn't help.

/giving all with base performance of 60fps and ensuing drop to stable 45fps after all the detonations didn't cause the bug to go away.

I'm going to go and write a benchmark for widget unitpos updates that happen less often than frames, since that seems quite related after all.

Anarchid

2013-08-30 23:41

reporter   ~0011498

So i made that benchmark and went testing it on available linux64 static builds.
None of them agreed to display the behaviour, either for widget or for the naked eye.

raaar

2013-08-31 05:29

reporter   ~0011502

maybe related to this issue:

i'm getting jerkyness of movement that goes on and off every other second, sometimes for a few seconds(affects nanoblobs, unit piece animations, projectiles, unit movement), looks like the object flickers between slightly different positions each frame, in the direction it is moving
- turning vsync on or off is irrelevant( when off, framerate keeps at a constant 230 fps)
- looks like a "ghosted" duplicate image of units,projectiles,etc. (but doesn't show up in screenshots)
- disabling luaui and luarules does nothing
- after ordering a TA-like plasma artillery to shoot, the projectile visibly flickers, especially when slowing down the speed as the projectile flies, but it becomes less noticeable once speed stabilizes.


i get it both with the 94.1.1-1059-ge353703 and the 94.1.1-826-g7f6f61d

i'm using a new pc: windows 8 64 bit on a core-i7 3770 and geforce gt 640

raaar

2013-08-31 20:09

reporter   ~0011503

i'm using the same 94.1.1-1059 i used yesterday on the same map (moon quartet remake)and computer and now the flickering seems mostly gone!

scrolling across the map is also smooth.

so weird...

silentwings

2013-08-31 20:15

reporter   ~0011504

For what it's worth, I've done lots of testing on 94.1.1-1044 with a local ba-svn (one that has literally *all* necessary fixes/updates for 95.0) and not come across any of these issues.

Anarchid

2013-09-02 17:06

reporter   ~0011525

I've been comparing (with a lot of hand-holding from abma) the readelf -d output of a buildslave binary (v. 1075, which runs smooth) and the locally compiled RELWITHDEBINFO binary.

It seems locally compiled version doesn't list librt in readelf -d. Not sure if that means anything at all.

Also tested: playing without sound (via NoSound springsettings param), to no luck (compiled version still stutters its animations).

abma

2013-09-03 14:45

administrator   ~0011534

did someone check output of /debug?

anything using more cpu than it should?

vsync enabled or disabled?

Pxtl

2013-09-05 21:25

reporter   ~0011544

Could the inconsistent nature of this problem be related to the inconsistent nature of the Windows OS timer?

http://randomascii.wordpress.com/2013/07/08/windows-timer-resolution-megawatts-wasted/

jK

2013-09-06 13:37

developer   ~0011545

| did someone check output of /debug?
did anyone tested this???

abma

2013-09-06 20:55

administrator   ~0011546

imo nobody checked it...

so, please, the affected people type /debug
are there some high values when it lags? maybe a screenshot?!

Shadowfury333

2013-09-07 03:11

reporter   ~0011547

Tested with /debug. I'm not sure if all of the modules were showing:

Game start, when not scrolling or zooming:
http://i.imgur.com/KxQI6vH.jpg

While zooming (which was really choppy):
http://i.imgur.com/Ln3xIVs.jpg

Anarchid

2013-09-07 10:19

reporter   ~0011548

My take:

Buildslave provided static minimal portable 1109:
https://dl.dropboxusercontent.com/u/19320633/screnshot-spring-1109-buildslave.png

Self-compiled 1109:
https://dl.dropboxusercontent.com/u/19320633/screenshot-spring1109-compiled.png

It seems something is ghastly wrong with my compilings. :|

Kloot

2013-09-07 15:39

developer   ~0011550

Last edited: 2013-09-07 15:45

"TO=2.460868" does not make any sense, nor does "simFPS=32.0".

//
// lastSimFrameTime is updated every simframe, currentTime every drawframe
//
(currentTime - lastSimFrameTime).toMilliSecsf() * (0.001f * gu->simFPS) = 2.46
(currentTime - lastSimFrameTime).toMilliSecsf() = 2.46 / (0.001f * gu->simFPS)
(currentTime - lastSimFrameTime).toMilliSecsf() = 2.46 / (0.001f * 32)
(currentTime - lastSimFrameTime).toMilliSecsf() = 76.875

76.875 is more than twice the expected time between simframes (33ms), which explains the animation artefacts and makes me suspect boost's high-res timer is broken on your system.

What version of boost do you have installed?

Anarchid

2013-09-07 16:51

reporter   ~0011551

anarchid@wormbox:~$ apt-cache policy libboost-timer1.50.0
libboost-timer1.50.0

I transitioned to boost 1.50 after some compilation fails much earlier.

Shadowfury333

2013-09-07 18:17

reporter   ~0011552

I'm on Windows 7 and using the version grabbed from ZK Lobby's Bleeding Edge Test room. I don't know how they compile it or what version of Boost is used.

Google_Frog

2013-09-08 07:23

reporter   ~0011553

ZKL gets it's builds from here http://springrts.com/dl/buildbot/default/develop/ as far as I know.

Kloot

2013-09-09 02:06

developer   ~0011554

Last edited: 2013-09-09 02:23

Anarchid (and anyone else who can compile Spring and experiences this behavior):

"It seems locally compiled version doesn't list librt in readelf -d. Not sure if that means anything at all."

and

"I transitioned to boost 1.50 after some compilation fails much earlier."

That might mean your current boost libs are not linked against librt, which is required by any nanosecond-precision timer on linux. Run ldd on /usr/{local/}lib/libboost_chrono.* and check if librt appears in the output (and is present on your system) to find out.

If not, first grab test/tools/SpringTimerTest/TimerTest.cpp from github and compile that, then run it with output redirected to a file and upload here. Should the output look similar to Spring's, it's probably time to update your boost version again.


abma: is buildbot's boost_chrono linked to librt? what about the windows libs?

Anarchid

2013-09-09 09:05

reporter   ~0011555

Last edited: 2013-09-09 09:06

It appears that my boost_chrono is linked to librt:

anarchid@wormbox:~$ ldd /usr/lib/libboost_chrono.so.1.49.0 | grep librt
    librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007fe129090000)
anarchid@wormbox:~$ ldd /usr/lib/libboost_chrono.so.1.50.0 | grep librt
    librt.so.1 => /lib/x86_64-linux-gnu/librt.so.1 (0x00007fb2222d2000)

And that librt is present and well on the system:
anarchid@wormbox:~$ locate librt.so
/home/anarchid/Games/freeorion/cde-root/usr/lib/librt.so.1
/lib/i386-linux-gnu/librt.so.1
/lib/x86_64-linux-gnu/librt.so.1
/lib32/librt.so.1
/usr/lib/x86_64-linux-gnu/librt.so

Anarchid

2013-09-09 09:38

reporter   ~0011556

Extra fun:

anarchid@wormbox:~/Games/spring-git/spring$ readelf -d ./spring | grep librt | wc -l
0
anarchid@wormbox:~/Games/spring-git/spring$ ldd ./spring | grep librt | wc -l
1

anarchid@wormbox:~/.spring/engine/94.1.1-1109-g70c2bf0$ ldd ./spring | grep librt | wc -l
1
anarchid@wormbox:~/.spring/engine/94.1.1-1109-g70c2bf0$ readelf -d ./spring | grep librt | wc -l
1


Confused.jpg

Kloot

2013-09-09 11:12

developer   ~0011557

Last edited: 2013-09-09 11:14

readelf ./spring does not show librt for me either, ldd does.

If boost_chrono is already linked against librt by default that raises the question what lines 254 to 258 of CMakeLists.txt are about, apparently it wasn't at some point.

I assume then that TimerTest.cpp produces the same results as Spring in debug mode, with or without linking librt? Getting this data is kind of important so please attach the output...

You should also run testSpringTime.cpp (make test_SpringTime && cd test && ./test_SpringTime) and c/p what it has to say here.

jK

2013-09-09 11:23

developer   ~0011558

> If boost_chrono is already linked against librt by default that raises the question what lines 254 to 258 of CMakeLists.txt are about, apparently it wasn't at some point.
quote of the comment of that code section: # boost::chrono depends on clock_gettime which we need to link ourself ___when boost is static linked___

Kloot

2013-09-09 11:32

developer   ~0011559

Last edited: 2013-09-09 11:41

boost links against a ton of crap, why would librt not be included statically in that case?

also THIS --> http://stackoverflow.com/questions/13653361/another-undefined-reference-error-when-linking-boost-libraries <-- implies it was not just the static version that was affected

Anarchid

2013-09-11 12:34

reporter   ~0011573

SpringTime test:
http://paste.springfiles.com/view/0c26b7e4

Same, but with optirun just in case:
http://paste.springfiles.com/view/be163133

Kloot

2013-09-11 14:08

developer   ~0011576

[ clock_gettime] maxTick: 0.059721ms minTick: 0.000108ms avgTick: 0.000114ms minNonNullTick: 0.000108ms
clock_gettime: 115 ms

Those values are insanely inprecise, but since boost::chrono depends on clock_gettime this...

[ BoostChrono] maxTick: 0.020075ms minTick: 0.000031ms avgTick: 0.000040ms minNonNullTick: 0.000031ms
BoostChrono: 40 ms

...should also be much less precise (WTF?).

Kloot

2013-09-11 14:09

developer   ~0011577

Last edited: 2013-09-11 14:12

repeat with build 1130 please (AND COMPILE&RUN THE DAMN TIMERTEST.CPP in test/tools/SpringTimerTest/)

Anarchid

2013-09-11 14:20

reporter   ~0011578

Last edited: 2013-09-11 14:37

test_SpringTime @ 1130
http://paste.springfiles.com/view/d4d8cdd3

> AND COMPILE&RUN THE DAMN TIMERTEST.CPP in test/tools/SpringTimerTest/
Instructions pls? I can't find other build targets related to timer, and just telling gcc to do things to file didn't seem to work.

jK

2013-09-11 14:33

developer   ~0011579

@kloot
It isn't "insanely inprecise", max values can always be _huge_, e.g. when os switched threads etc.
The important number is avgTick and that is very precise.

The difference between BoostChrono & clock_gettime comes from different clock usage, clock_gettime is an interface to multiple different clocks and it seems boost took a faster one (maybe per-process clock?).

Kloot

2013-09-11 14:41

developer   ~0011580

Much more sensible output this time:

[clock_gettime(MT)] maxTick: 0.058800ms minTick: 0.000033ms avgTick: 0.000036ms minNonNullTick: 0.000033ms
clock_gettime(MT): 37 ms

[clock_gettime(RT)] maxTick: 0.067926ms minTick: 0.000033ms avgTick: 0.000037ms minNonNullTick: 0.000033ms
clock_gettime(RT): 37 ms

However, clock_gettime(MT) is CLOCK_MONOTONIC (now the same as used by boost) so I can only conclude CLOCK_MONOTONIC_RAW doesn't seem to work on your system because that is what the clock_gettime test was based on previously.



"Instructions pls? I can't find other build targets related to timer, and just telling gcc to do things to file didn't seem to work. "

open file, see second line about what to feed gcc

Kloot

2013-09-11 14:52

developer   ~0011581

Last edited: 2013-09-11 15:28

@jK

 "The important number is avgTick and that is very precise."

 114ms is very precise? (I get 30ms on average)

 "The difference between BoostChrono & clock_gettime comes from different clock usage, clock_gettime is an interface to multiple different clocks and it seems boost took a faster one (maybe per-process clock?)."

 Do not see how, boost does not redefine clock_gettime and boost::chrono::high_resolution_clock is either system_clock or steady_clock which both call clock_gettime directly.

Anarchid

2013-09-11 14:56

reporter   ~0011582

SpringTimerTest readout (ctrl-c'd at slightly less than 5k frames because it didn't want to stop on its own):

http://paste.springfiles.com/view/30299d96

Kloot

2013-09-11 15:16

developer   ~0011584

fps=9.67 O_O (should be around 30)

What happens if you comment out line 55 (boost::this_thread::sleep(...))?

Note: fps might be hampered by the printf's so *always* redirect output to a file.

jK

2013-09-11 15:29

developer   ~0011586

Last edited: 2013-09-11 15:29

> 114ms is very precise? (I get 30ms on average)
 0.000114ms !!! zero dot zero zero zero one one four milliseconds!!!
 -> 114 nanoseconds and that is damn precise!

Kloot

2013-09-11 15:42

developer   ~0011588

Last edited: 2013-09-11 15:44

WHY. THE. FUCK. do you output avgTick as "avgTick: 0.000031ms" and the final result as "31ms"??? WHY. THE. FUCK. do you name functions "ToMs" instead of unambiguously "ToMilliSecs" LIKE ANY SANE PERSON WOULD? WHY. THE. FUCK. don't you just switch the timers back to use goddamn SDL_GetTicks WHICH ALWAYS WORKED instead of totally ignoring this problem for months?

jK

2013-09-11 16:36

developer   ~0011589

Last edited: 2013-09-11 18:39

the 2nd line IS NOT THE FINAL RESULT!
It is the result of a ScopedProfileOnce, that outputs the whole _runtime_ of the check and so says how much time it cost to the read the clock.

PS: LOL it's pure coincidence that in Anarchid's runs the runtimes of the clocks are ~equal to avgTick * 10^6
PPS: hmmm all buildslaves show the same behavior, seems for most clocks it is: cost(reading time) == avgTick
A strange behavior I didn't expected o_O

Anarchid

2013-09-11 21:13

reporter   ~0011590

SpringTimerTest sans line 55:
http://paste.springfiles.com/view/fa1adeb4

FPS change is not related to output redirection or lack thereof, since uncommenting the line back causes FPS to return to ~9.

jK

2013-09-14 13:51

developer   ~0011606

can a windows'er test a recent builds and say if it spams "SpringTime: used sleep() function is too inaccurate"

Google_Frog

2013-09-14 16:57

reporter   ~0011607

I don't get any spam with 1151. In case it's important this bug was not particularly bad for me.

silentwings

2013-09-15 10:42

reporter   ~0011611

I do get the "SpringTime: used sleep() function is too inaccurate" warnings regularly in -1156

abma

2013-09-15 16:57

administrator   ~0011613

i get this warning, too:
[f=0001710] Warning: SpringTime: used sleep() function is too inaccurate
Spring 94.1.1-1162-ga0171ee develop (Debug)

jK

2013-09-15 16:57

developer   ~0011614

http://springrts.com/dl/buildbot/default/develop/94.1.1-1162-ga0171ee/win32/%7bdevelop%7d94.1.1-1162-ga0171ee_UnitTests.7z

can you run test_SpringTime.exe from that archive? (you need to put it in a Spring dir, so it can find the needed dlls)

abma

2013-09-15 18:07

administrator   ~0011615

Last edited: 2013-09-15 18:09

as note: it seems i get this warning only when a flash video is running (which mostly consumes 100% of one core)

test_SpringTime seems to not fail, tried it a few times:
http://paste.springfiles.com/view/c13d15f7

(but i don't have the graphical lags)

so, @silentwings: what does test_SpringTime.exe output for you?

silentwings

2013-09-15 23:25

reporter   ~0011616

where does test_springtime output too? i downloaded it, put it in my spring dir and ran it, but nothing appeared on the screen and it hadn't written to my infolog

abma

2013-09-15 23:27

administrator   ~0011617

then run

test_SpringTime.exe > output.log

please!

silentwings

2013-09-15 23:31

reporter   ~0011618

that worked - attaching my output.log

raaar

2013-09-16 01:17

reporter   ~0011623

Last edited: 2013-09-16 01:18

i get the "Warning: SpringTime: used sleep() function is too inaccurate" when alt-tabbing during the game on build 1156

abma

2013-09-18 01:43

administrator   ~0011627

validation test throws this warning, too:

http://buildbot.springrts.com/builders/validationtests/builds/3572/steps/validation%20test/logs/stdio

Anarchid

2013-09-19 17:11

reporter   ~0011635

I've did what i should have done a long time ago, and downgraded boost-dev libraries.

My issues ended after that very recompile. Soo, my thoughts:

- spring should not be compiled with boost 1.50
- the bug i reported earlier is a separate issue (boost version compat) and not duplicate of this.

jK

2013-09-21 04:00

developer   ~0011636

I would like to know how widespread this bug really is.
1. Anarchid's issue is separate of this ticket ...
2. GoogleFrog says: "In case it's important this bug was not particularly bad for me." and all other ppl aren;t more informative either even when I ask they don't answer (still not a single infolog here)
3. blabla

I am close to close this ticket and make the 95.0 release never the less.

Licho

2013-09-21 11:21

reporter   ~0011638

I was getting random "teleport into the past" issues with latest version.
In debug mode it spams lines like:
[f=0001636] Error: assert(timeOffset < lastTimeOffset) failed (SF=1636 : DF=10326 : CTO=0.000000 LTO=0.663015)
[f=0001637] Error: assert(timeOffset < lastTimeOffset) failed (SF=1637 : DF=10328 : CTO=0.000000 LTO=0.226395)
[f=0001638] Error: assert(timeOffset < lastTimeOffset) failed (SF=1638 : DF=10330 : CTO=0.000000 LTO=0.549817)
[f=0001639] Error: assert(timeOffset < lastTimeOffset) failed (SF=1639 : DF=10332 : CTO=0.000000 LTO=0.355764)


Full infolog: http://pastebin.com/96ZigiKc

Overal the severity is not as big as it was, at least in 1v1 with 6 units around.

Google_Frog

2013-09-21 11:21

reporter   ~0011639

Your asserts are failing for Licho. The bug is reasonably widespread for the pool of people I have had test it. There were some large game tests where a few people complained about this.

http://pastebin.com/96ZigiKc

jK

2013-09-24 00:01

developer   ~0011643

Those asserts are false positives.
If you would really be affected, it would spam you like _hell_ and not just at 30hz, you would end with 10-100MB infologs etc.

Google_Frog

2013-09-24 10:45

reporter   ~0011644

In a recent test game units visually teleported short distances for many people. It was really annoying to look at.

Google_Frog

2013-09-24 12:52

reporter   ~0011645

That was with 94.1.1-1193

jK

2013-10-02 11:08

developer   ~0011654

Cause there still is no infolog of a real affected one, I assume this bug is non-existant and/or caused by background applications.
So I will close this ticket on friday.

Google_Frog

2013-10-02 14:06

reporter   ~0011655

If it's not fixed we probably can't use the new engine because it will annoy a large enough portion of the playerbase.

Licho

2013-10-02 20:21

reporter   ~0011657

I reported it happens for me and posted infolog, you said it shows no issue but the issue appears in game. .what else can I do to help?

silentwings

2013-10-03 00:13

reporter   ~0011658

Last edited: 2013-10-03 00:30

I just tested -1216 (using a local ba with all updates needed for 95.0) and for me there was an unplayable amount of graphical stutters and units jumping short distances bakc and forth during movement.

Seems a bit odd since I've tested a bit in the past and this is the first time I could reproduce this. There was nothing putting my pc under strain (except spring) during the test.

edit: On closer inspection I found the same problem in some earlier 94.1+git version too. It's easiest seen with fast moving planes.

Forboding Angel

2013-10-03 00:38

reporter   ~0011659

I stopped posting about it after it was made clear to me that my reports on the subject were not appreciated (and the reports would be closed prematurely).

That said... What do you need? Nothing out of the ordinary shows up in infolog and it won't show up in replays, but I can show you a video of it if you like.

jK

2013-10-03 00:46

developer   ~0011660

Last edited: 2013-10-03 00:53

for you all tl'dr:
I need infologs with /debugview enabled (+ the bug obviously needs to be triggered)

silentwings

2013-10-03 01:02

reporter   ~0011661

Last edited: 2013-10-03 01:09

attached infolog with debugview on.

edit: added second infolog with debug info on and workerthreadcount=0.

there were loads of unit (especially air) jumping around while the demo was running. both infologs were made using my stress testing gadget on the ba-svn.

Forboding Angel

2013-10-03 01:24

reporter   ~0011662

Attached infolog full of forbfail :-)

I was moving comm around and he randomly teleported around, but then it would be smooth, then teleporting and rubber banding. Can provide vid if needed.

Kloot

2013-10-03 20:05

developer   ~0011664

@all who care: please generate /debugview infologs with build 1227-g6dfbb35

silentwings

2013-10-03 21:52

reporter   ~0011665

added infolog with 1227 & /debug

Kloot

2013-10-03 22:33

developer   ~0011666

Last edited: 2013-10-03 23:23

thanks, now I'd like you to test build 1228 which has a candidate fix ;)

Forboding Angel

2013-10-03 22:40

reporter   ~0011667

Last edited: 2013-10-03 22:41

Added 1227 debug

No windows build of 1228 yet.

Kloot

2013-10-03 23:16

developer   ~0011668

Last edited: 2013-10-03 23:27

N2S:

wing's WSF and DT are wrong (for a number of frames) but not to an extreme degree, may have been temporary high simulation load
forb's WSF is correct but DT is *FUBAR* (way too much to be explained by precision loss alone and the fact that it is *always* 268.435455ms has to be significant)

abma

2013-10-03 23:23

administrator   ~0011669

1228 builds done:

http://springrts.com/dl/buildbot/default/develop/94.1.1-1228-g70b52f8/

Forboding Angel

2013-10-03 23:38

reporter   ~0011670

Added infolog for 1228

silentwings

2013-10-04 00:16

reporter   ~0011671

added 1228 infolog

jK

2013-10-04 02:49

developer   ~0011672

@kloot
It has nothing to do with float precision at all, the UnitTest showed it is more than accurate.
Windows Vista introduced HPET support and till Windows 8 (!!!) this was broken and can give very unstable results, esp. Win7 is known for broken timers. I never expected boost using those broken clock functions ... let's see if glibc is better (even when their's is neither steady nor monotonic :/)

silentwings

2013-10-04 10:11

reporter   ~0011673

added infolog for -1230

jK

2013-10-04 10:21

developer   ~0011674

since a few infologs everything shows 'okay', is the stutter still happening?

Forboding Angel

2013-10-04 14:31

reporter   ~0011675

FPS in 1230 is butter smooth for me

Google_Frog

2013-10-04 17:04

reporter   ~0011676

I have asserts in 1232 with debug mode enabled. The bug still occurs for me.

jK

2013-10-05 11:29

developer   ~0011679

it was already said that a few warnings are normal, also your infolog doesn't show any insane broken, are you sure nothing in background running is causing a lag.

Kloot

2013-10-05 12:07

developer   ~0011680

Last edited: 2013-10-05 12:08

"[GF's 1232] infolog doesn't show any insane broken" --> yes it does...

[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12741 : CTO=10.131186 : WSF=0.027831 : DT=364.019989ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12742 : CTO=10.409528 : WSF=0.027831 : DT=374.020996ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12743 : CTO=10.827027 : WSF=0.027831 : DT=389.022003ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12744 : CTO=11.105341 : WSF=0.027831 : DT=399.022003ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12745 : CTO=11.383683 : WSF=0.027831 : DT=409.023010ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12746 : CTO=11.773350 : WSF=0.027831 : DT=423.023987ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12747 : CTO=12.051663 : WSF=0.027831 : DT=433.023987ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12748 : CTO=12.330006 : WSF=0.027831 : DT=443.024994ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12749 : CTO=12.719672 : WSF=0.027831 : DT=457.025970ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12750 : CTO=13.025818 : WSF=0.027831 : DT=468.025970ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12751 : CTO=13.304161 : WSF=0.027831 : DT=478.027008ms)
[f=0000751] Error: assert(CTO <= 1.0f) failed (SF=751 : DF=12752 : CTO=13.693828 : WSF=0.027831 : DT=492.027985ms)

!!!

More interesting is how three nearly identical OS'es give such different results now:

FA: Microsoft Windows 7 Ultimate Edition, 64-bit Service Pack 1 (build 7601) [seems fixed?]
GF: Microsoft Windows 7 Business Edition, 64-bit Service Pack 1 (build 7601) [still broken]
SW: Microsoft Windows 7 Home Premium Edition, 64-bit Service Pack 1 (build 7601) [unknown]

jK

2013-10-05 12:45

developer   ~0011681

that's for a very short time interval, he could have done something in background

Kloot

2013-10-05 12:52

developer   ~0011682

Last edited: 2013-10-05 12:54

not likely cause it shows up in all of his reports (note the DT values are consistent with his earlier observation that "It looks like there is a problem with dealing with latency, the whole sim freezes for about half a second occasionally.") and 94.0 isn't affected

jK

2013-10-05 14:08

developer   ~0011683

GF can you retest with latest?

Google_Frog

2013-10-05 16:42

reporter   ~0011684

The bug still occurs in 1239. Every 10 seconds or so the sim freezes momentarily or units teleport back in time for a split second and then continue as normal.

silentwings

2013-10-05 23:21

reporter   ~0011686

Last edited: 2013-10-05 23:22

added infolog of first minutes a game with -1241 played (by two people, me and TFC), in the lobby. don't know if its helpful or not :)

game was ba-svn+ba-chickens-svn.

Kloot

2013-10-06 02:20

developer   ~0011695

@GF, SW: how does build 1246 run?

Google_Frog

2013-10-06 07:58

reporter   ~0011699

1250 seems about as bad as 1239.

silentwings

2013-10-06 11:07

reporter   ~0011700

Last edited: 2013-10-06 11:27

-1250 ran totally smoothly (tested on two different systems) for me, no failed asserts with /debug and no jumping. (the problem has never reproduced 100% reliably for me but this looked very good)

however, in -1250 DiffTimers is fixed (0004025), but it still leaks memory from lua (0004026)

i was using ba-test-1651, which (afaik) has all the updates needed

silentwings

2013-10-06 11:21

reporter   ~0011701

another issue - in -1250 os.clock() returned large negative values (& this breaks some widgets)

Kloot

2013-10-07 16:11

developer   ~0011715

Lua's os.clock and the memory leak are fixed.

Without further testing reports (from people other than GF) I now consider this issue 'solved' and 95.0 ready to go.

Issue History

Date Modified Username Field Change
2013-06-14 05:29 Shadowfury333 New Issue
2013-06-16 01:18 Shadowfury333 Note Added: 0010874
2013-06-16 18:52 Shadowfury333 Note Edited: 0010874
2013-06-16 18:54 Shadowfury333 Note Edited: 0010874
2013-06-22 19:10 Shadowfury333 Note Edited: 0010874
2013-06-23 11:55 Google_Frog Note Added: 0010906
2013-06-23 18:38 Licho Note Added: 0010910
2013-06-23 19:51 Google_Frog Note Added: 0010913
2013-06-25 20:40 IthoughtWeBannedHim Note Added: 0010937
2013-06-27 06:37 Shadowfury333 File Added: 20130621_191108_Small_Divide-Remake-v04_94.1.1-645-g34c768b develop.sdf
2013-06-27 06:37 Shadowfury333 Note Added: 0010939
2013-06-27 11:37 jK Note Added: 0010941
2013-06-27 11:39 jK Note Edited: 0010941
2013-06-27 12:04 Google_Frog Note Added: 0010942
2013-06-28 18:11 jK Note Added: 0010946
2013-06-30 21:23 jK Note Added: 0010949
2013-07-06 14:41 abma Status new => feedback
2013-07-07 22:18 Shadowfury333 Note Added: 0010988
2013-07-07 22:18 Shadowfury333 Status feedback => new
2013-07-07 23:25 Shadowfury333 Note Edited: 0010988
2013-07-10 03:40 abma Relationship added related to 0003867
2013-07-15 05:49 Forboding Angel Note Added: 0011000
2013-07-16 10:20 Google_Frog Note Added: 0011007
2013-07-16 11:17 Forboding Angel Note Added: 0011008
2013-07-21 03:09 Forboding Angel Note Added: 0011037
2013-07-21 06:59 Google_Frog Note Added: 0011038
2013-07-21 07:52 Forboding Angel Note Added: 0011039
2013-07-21 09:45 Forboding Angel Note Added: 0011040
2013-07-25 16:34 Google_Frog Note Added: 0011073
2013-07-29 07:28 Forboding Angel Note Added: 0011105
2013-07-31 11:41 Google_Frog Note Added: 0011112
2013-08-22 12:07 Kloot Relationship added duplicate of 0003955
2013-08-22 14:38 Anarchid Note Added: 0011358
2013-08-22 14:39 Anarchid Note Edited: 0011358
2013-08-22 14:40 Anarchid Note Edited: 0011358
2013-08-27 02:56 Anarchid Note Added: 0011433
2013-08-27 10:02 Licho Note Added: 0011439
2013-08-29 11:15 jK Note Added: 0011483
2013-08-29 11:15 jK Note Edited: 0011483
2013-08-29 11:26 jK Note Edited: 0011483
2013-08-29 11:43 jK Note Edited: 0011483
2013-08-29 11:49 Forboding Angel Note Added: 0011484
2013-08-29 11:49 Forboding Angel Note Edited: 0011484
2013-08-29 12:04 Forboding Angel Note Added: 0011485
2013-08-29 16:16 Kloot Note Added: 0011487
2013-08-29 20:18 jK Changeset attached => spring develop c7b9a523
2013-08-29 22:06 Anarchid Note Added: 0011492
2013-08-29 22:21 Anarchid Note Edited: 0011492
2013-08-29 22:26 Anarchid Note Edited: 0011492
2013-08-30 10:17 Anarchid Note Edited: 0011492
2013-08-30 23:41 Anarchid Note Added: 0011498
2013-08-31 05:29 raaar Note Added: 0011502
2013-08-31 20:09 raaar Note Added: 0011503
2013-08-31 20:15 silentwings Note Added: 0011504
2013-09-02 17:06 Anarchid Note Added: 0011525
2013-09-03 14:45 abma Note Added: 0011534
2013-09-05 21:25 Pxtl Note Added: 0011544
2013-09-06 13:37 jK Note Added: 0011545
2013-09-06 20:55 abma Note Added: 0011546
2013-09-06 20:55 abma Status new => feedback
2013-09-07 03:11 Shadowfury333 Note Added: 0011547
2013-09-07 03:11 Shadowfury333 Status feedback => new
2013-09-07 10:19 Anarchid Note Added: 0011548
2013-09-07 15:39 Kloot Note Added: 0011550
2013-09-07 15:45 Kloot Note Edited: 0011550
2013-09-07 16:51 Anarchid Note Added: 0011551
2013-09-07 18:17 Shadowfury333 Note Added: 0011552
2013-09-08 07:23 Google_Frog Note Added: 0011553
2013-09-09 02:06 Kloot Note Added: 0011554
2013-09-09 02:10 Kloot Note Edited: 0011554
2013-09-09 02:23 Kloot Note Edited: 0011554
2013-09-09 09:05 Anarchid Note Added: 0011555
2013-09-09 09:06 Anarchid Note Edited: 0011555
2013-09-09 09:38 Anarchid Note Added: 0011556
2013-09-09 11:12 Kloot Note Added: 0011557
2013-09-09 11:14 Kloot Note Edited: 0011557
2013-09-09 11:23 jK Note Added: 0011558
2013-09-09 11:32 Kloot Note Added: 0011559
2013-09-09 11:33 Kloot Note Edited: 0011559
2013-09-09 11:41 Kloot Note Edited: 0011559
2013-09-11 12:34 Anarchid Note Added: 0011573
2013-09-11 14:08 Kloot Note Added: 0011576
2013-09-11 14:09 Kloot Note Added: 0011577
2013-09-11 14:11 Kloot Note Edited: 0011577
2013-09-11 14:12 Kloot Note Edited: 0011577
2013-09-11 14:20 Anarchid Note Added: 0011578
2013-09-11 14:33 jK Note Added: 0011579
2013-09-11 14:37 Anarchid Note Edited: 0011578
2013-09-11 14:41 Kloot Note Added: 0011580
2013-09-11 14:52 Kloot Note Added: 0011581
2013-09-11 14:52 Kloot Note Edited: 0011581
2013-09-11 14:54 Kloot Note Edited: 0011581
2013-09-11 14:56 Anarchid Note Added: 0011582
2013-09-11 15:16 Kloot Note Added: 0011584
2013-09-11 15:27 jK Note Edited: 0011581
2013-09-11 15:28 jK Note Edited: 0011581
2013-09-11 15:29 jK Note Added: 0011586
2013-09-11 15:29 jK Note Edited: 0011586
2013-09-11 15:42 Kloot Note Added: 0011588
2013-09-11 15:44 Kloot Note Edited: 0011588
2013-09-11 16:36 jK Note Added: 0011589
2013-09-11 18:06 jK Note Edited: 0011589
2013-09-11 18:07 jK Note Edited: 0011589
2013-09-11 18:39 jK Note Edited: 0011589
2013-09-11 21:13 Anarchid Note Added: 0011590
2013-09-14 13:51 jK Note Added: 0011606
2013-09-14 16:57 Google_Frog Note Added: 0011607
2013-09-15 10:42 silentwings Note Added: 0011611
2013-09-15 16:57 abma Note Added: 0011613
2013-09-15 16:57 jK Note Added: 0011614
2013-09-15 18:07 abma Note Added: 0011615
2013-09-15 18:08 abma Note Edited: 0011615
2013-09-15 18:09 abma Note Edited: 0011615
2013-09-15 23:25 silentwings Note Added: 0011616
2013-09-15 23:27 abma Note Added: 0011617
2013-09-15 23:31 silentwings Note Added: 0011618
2013-09-15 23:31 silentwings File Added: output.log
2013-09-16 01:17 raaar Note Added: 0011623
2013-09-16 01:18 raaar Note Edited: 0011623
2013-09-18 01:43 abma Note Added: 0011627
2013-09-19 17:11 Anarchid Note Added: 0011635
2013-09-21 04:00 jK Note Added: 0011636
2013-09-21 11:21 Licho Note Added: 0011638
2013-09-21 11:21 Google_Frog Note Added: 0011639
2013-09-24 00:01 jK Note Added: 0011643
2013-09-24 10:45 Google_Frog Note Added: 0011644
2013-09-24 12:52 Google_Frog Note Added: 0011645
2013-10-02 11:08 jK Note Added: 0011654
2013-10-02 14:06 Google_Frog Note Added: 0011655
2013-10-02 20:21 Licho Note Added: 0011657
2013-10-03 00:13 silentwings Note Added: 0011658
2013-10-03 00:15 silentwings Note Edited: 0011658
2013-10-03 00:26 silentwings Note Edited: 0011658
2013-10-03 00:27 silentwings Note Edited: 0011658
2013-10-03 00:30 silentwings Note Edited: 0011658
2013-10-03 00:38 Forboding Angel Note Added: 0011659
2013-10-03 00:46 jK Note Added: 0011660
2013-10-03 00:53 jK Note Edited: 0011660
2013-10-03 01:01 silentwings File Added: infolog_silentwings_20131003.txt
2013-10-03 01:02 silentwings Note Added: 0011661
2013-10-03 01:08 silentwings File Added: infolog_silentwings_20131003_workerthread0.txt
2013-10-03 01:09 silentwings Note Edited: 0011661
2013-10-03 01:23 Forboding Angel File Added: forbfailfolog.txt
2013-10-03 01:24 Forboding Angel Note Added: 0011662
2013-10-03 20:05 Kloot Note Added: 0011664
2013-10-03 21:52 silentwings File Added: infolog_silentwings_1227.txt
2013-10-03 21:52 silentwings Note Added: 0011665
2013-10-03 22:33 Kloot Note Added: 0011666
2013-10-03 22:34 Kloot Note Edited: 0011666
2013-10-03 22:40 Forboding Angel File Added: forb-1227-infolog.txt
2013-10-03 22:40 Forboding Angel Note Added: 0011667
2013-10-03 22:41 Forboding Angel Note Edited: 0011667
2013-10-03 23:16 Kloot Note Added: 0011668
2013-10-03 23:23 Kloot Note Edited: 0011666
2013-10-03 23:23 abma Note Added: 0011669
2013-10-03 23:26 Kloot Note Edited: 0011668
2013-10-03 23:27 Kloot Note Edited: 0011668
2013-10-03 23:27 Kloot Note Edited: 0011668
2013-10-03 23:37 Forboding Angel File Added: forb-infolog-1228.txt
2013-10-03 23:38 Forboding Angel Note Added: 0011670
2013-10-04 00:16 silentwings File Added: infolog_silentwings_1228.txt
2013-10-04 00:16 silentwings Note Added: 0011671
2013-10-04 02:49 jK Note Added: 0011672
2013-10-04 02:49 jK Changeset attached => spring develop f8407876
2013-10-04 10:11 silentwings File Added: infolog_silentwings_1230.txt
2013-10-04 10:11 silentwings Note Added: 0011673
2013-10-04 10:21 jK Note Added: 0011674
2013-10-04 14:31 Forboding Angel File Added: forb-infolog-1230.txt
2013-10-04 14:31 Forboding Angel Note Added: 0011675
2013-10-04 17:03 Google_Frog File Added: infolog_1232_googlefrog.txt
2013-10-04 17:04 Google_Frog Note Added: 0011676
2013-10-05 11:29 jK Note Added: 0011679
2013-10-05 12:07 Kloot Note Added: 0011680
2013-10-05 12:08 Kloot Note Edited: 0011680
2013-10-05 12:45 jK Note Added: 0011681
2013-10-05 12:52 Kloot Note Added: 0011682
2013-10-05 12:54 Kloot Note Edited: 0011682
2013-10-05 13:28 jK Changeset attached => spring develop 9397d6b0
2013-10-05 13:30 jK Changeset attached => spring develop dd30e0c2
2013-10-05 13:30 jK Changeset removed spring develop 9397d6b0 =>
2013-10-05 14:08 jK Note Added: 0011683
2013-10-05 16:42 Google_Frog Note Added: 0011684
2013-10-05 16:43 Google_Frog File Added: infolog_1239_googlefrog.txt
2013-10-05 23:20 silentwings File Added: infolog_silentwings_1241_networkgame.txt
2013-10-05 23:21 silentwings Note Added: 0011686
2013-10-05 23:22 silentwings Note Edited: 0011686
2013-10-06 00:07 Kloot Relationship added related to 0004026
2013-10-06 00:07 Kloot Relationship added related to 0004025
2013-10-06 01:55 Kloot Relationship added related to 0004028
2013-10-06 02:20 Kloot Note Added: 0011695
2013-10-06 07:58 Google_Frog File Added: infolog_1250_googlefrog.txt
2013-10-06 07:58 Google_Frog Note Added: 0011699
2013-10-06 11:07 silentwings Note Added: 0011700
2013-10-06 11:08 silentwings Note Edited: 0011700
2013-10-06 11:08 silentwings Note Edited: 0011700
2013-10-06 11:21 silentwings Note Added: 0011701
2013-10-06 11:27 silentwings Note Edited: 0011700
2013-10-07 16:11 Kloot Note Added: 0011715
2013-10-07 16:11 Kloot Status new => resolved
2013-10-07 16:11 Kloot Fixed in Version => 94.1.1+git
2013-10-07 16:11 Kloot Resolution open => fixed
2013-10-07 16:11 Kloot Assigned To => Kloot