Test results from wednesday september 5th, SVN revision 4320

Test results from wednesday september 5th, SVN revision 4320

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Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Test results from wednesday september 5th, SVN revision 4320

Post by Tobi »

What was tested:
- XTA v9.1, 3 way FFA on SmallDivide
- Kernel panic corruption 1.5, 1v1 on Marble madness

1) Major bug:

Hosting does not work with the TASClient.exe and unitsync.dll shipped in the installer. It just hangs after clicking the host button (when it is requesting unit list from unitsync) and needs to be killed or crashes by itself.

It works fine with unitsync.dll from 0.75b2, so it must be a unitsync issue, or unitsync API semantics changed without me remembering... (May be related to the LUA unitdef parser?)

Joining games works fine.

2) Some check failed in my stat to demofile output code:

Code: Select all

Invalid teamStatSize in CDemoRecorder::WriteTeamStats (2508 instead of 2356)
(note to self: probably stats aren't generated anymore for dead teams)

3) Initial startpos is uninitialized, resulting (only) in some random startpos markers somewhere until the particular player clicked somewhere.

4) Sharing your units to a dead player can incorrectly cause the game to end, probably because the CTeam::isDead flag doesn't get reset when sharing to a dead player.
(note to self: watch out for race conditions with server thread when fixing)
Last edited by Tobi on 05 Sep 2007, 23:35, edited 6 times in total.
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jK
Spring Developer
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Joined: 28 Jun 2007, 07:30

Post by jK »

Also after the host exited, the chat box get flooded with: "Server exited"
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

1) may have been because I forgot to change unitsync when I did the
gamedata/unitdefs.lua -> gamedata/defs.lua change. A fix has been
committed, and seems to work with tools/unitsync/test/test.cpp.

P.S. Also tried it with the buildbot 24Mbyte unitsync.dll in Wine, and it
seems to be fine (hosted a game without issue).
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Cool, thanks.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

Major bug:

nukes + some vlaunch are totally broken in SVN HEAD:
20:21 < nemo_home> hm BA5.5 nukes are acting buggy
20:21 < nemo_home> playing with HEAD
[...]
20:58 < nemo_home> http://m8y.org/spring/nukebug.jpg
20:58 < nemo_home> Spring head, BA5.5
20:58 < nemo_home> that pretty much did me in
20:59 < nemo_home> those nukes just sort of sat there on the launcher
20:59 < nemo_home> looked neat
20:59 < tvo> lol
20:59 < tvo> it wasnt really a nuke projectile but the model was just sitting
there?
21:00 < nemo_home> yep
21:01 < tvo> does it happen always or randomly?
21:04 < nemo_home> hm. dunno.
21:04 < nemo_home> will try to reproduce
21:05 < nemo_home> in middle of game now
21:05 < nemo_home> I suppose I should just play with .give all
[...]
21:30 < nemo_home> tvo: this seems to happen to missile launcher vehicles too
21:30 < nemo_home> tvo: bug in entire class of weapon?
21:31 < nemo_home> occurred with a Diplomat (Core missile launcher vehicle)
21:31 < nemo_home> shot shoots up, in place, to side in place, then down, in
place
21:31 < nemo_home> without anything happening
21:42 < tvo> seems so can reproduce it here too
EDIT: fixed
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

jK wrote:Also after the host exited, the chat box get flooded with: "Server exited"
Fixed.

Also 1) and 2) from my OP are fixed so only 3) and 4) from OP are left.

I can't find the code for 3) so I'll leave that to someone else. I have not yet looked at 4) but it would be cool if someone else could fix it :P
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