Spring 0.76: pending stuff - Page 7

Spring 0.76: pending stuff

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Nemo
Spring 1944 Developer
Posts: 1376
Joined: 30 Jan 2005, 19:44

Post by Nemo »

Has anyone tested with .sdd mods? We've been trying to get S44 to work, but it won't sync consistently in the lobby (sometimes it goes between certain people, other times no, no clear pattern between them as of yet). Been using engine rev 5090 and absolutely updated/clean copies of SVN organized S44.
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FLOZi
MC: Legacy & Spring 1944 Developer
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Joined: 29 Apr 2005, 01:14

Post by FLOZi »

To add a little more detail to that:

Yesterday. Me and Spiked do clean installs of Spring 5082. S44 .sdd 667. No sync. Spiked makes a sd7 of those files, and we sync. Peet then joins with his .sdd and syncs with us. During the game I crash out, and Peet desyncs. (S44 667 syncs fine on Spring 75b2 between all of us)

Today. Me and Spiked update our S44 .sdd to 669. We are still on Spring 5082. We sync.

Lurker has a clean install of Spring 5087. We both have S44 .sdd 669. He and I update our exes to Spring SVN 5090. We do not sync. We even try grabbing the very latest unitsync.dll. No sync.

Nemo updates his SVN install to 5090. No sync. He does a clean install of 5090. No sync. He redownloads the s44 .sdd from SVN. He now syncs with lurker, who has made no further changes. I do a full redownload of the S44 .sdd. No sync.


What the hell is going on. :(
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KDR_11k
Game Developer
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Post by KDR_11k »

AFAIK sdds don't get checksummed anymore.
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lurker
Posts: 3842
Joined: 08 Jan 2007, 06:13

Re:

Post by lurker »

KDR_11k wrote:AFAIK sdds don't get checksummed anymore.
Then why was I reporting a bad sync with one person and eventually good sync with another? Though I yesterday played rev. 669 with Nemo when it eventually gave a good sync message, today when I forced a fake sync message and tried a game with FLOZi, spring itself rejected the game.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring 0.76: pending stuff

Post by imbaczek »

I believe that speeding up sdd loading made sdd sync behaviour undefined.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Spring 0.76: pending stuff

Post by KDR_11k »

We just had a test game with one unit being disabled through the lobby, as soon as the con that builds it got made the game crashed complaining that it couldn't load the disabled unit.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Spring 0.76: pending stuff

Post by AF »

My json unitsync cache program outputs unit data yet for some reason I only managed to output data for FunTA, P.U.R.E and XTA gave no units at all, regardless of whatever combination I put them in.

The program is based on trepans unitsync test program, and as far as I can see it there's no reason within the program why it should show this behaviour. I thought it might be something to do with my loop or not removing all funta references after the first loop, but that doesn't explain why no units are listed at al when funta is removed and the program is reran.
Kloot
Spring Developer
Posts: 1867
Joined: 08 Oct 2006, 16:58

Re: Spring 0.76: pending stuff

Post by Kloot »

KDR_11k wrote:We just had a test game with one unit being disabled through the lobby, as soon as the con that builds it got made the game crashed complaining that it couldn't load the disabled unit.
Fixed.
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Re: Spring 0.76: pending stuff

Post by AF »

XTA 9 and PURE 0.5 give luaparser.execute() failed messages when retrieving units in svn. Funta does not do this.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Re: Spring 0.76: pending stuff

Post by trepan »

SVN r5098 probably fixes the XTA 9 and PURE 0.5 problem.
The base/springcontent.sdz archive was not always being
included by unitsync.
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KDR_11k
Game Developer
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Joined: 25 Jun 2006, 08:44

Re: Spring 0.76: pending stuff

Post by KDR_11k »

I think I've seen some weird behaviour from a factory that was stunned while its construction got completed, the constructed unit got teleported back into the factory.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring 0.76: pending stuff

Post by imbaczek »

I've got a hunch that stutter was caused by r4434. not sure yet, bisecting in progress.
Auswaschbar
Spring Developer
Posts: 1254
Joined: 24 Jun 2007, 08:34

Re: Spring 0.76: pending stuff

Post by Auswaschbar »

imbaczek wrote:I've got a hunch that stutter was caused by r4434. not sure yet, bisecting in progress.
I will try to adjust the number of packets sent per second and see if that makes a difference.
imbaczek
Posts: 3629
Joined: 22 Aug 2006, 16:19

Re: Spring 0.76: pending stuff

Post by imbaczek »

Just FYI: finished bisecting today:

Code: Select all

$ git bisect bad
Bisecting: 0 revisions left to test after this
[412d855abe9235dcc8853ce6ce616fd26310ccb0] * reduced NETMSG_NEWFRAME spam from c
lients, 3 times / sec are enought for ping calculation * small messages are once
 again send together in one packet
(Note: this is Windows :))
HAARP
Posts: 182
Joined: 06 Apr 2006, 07:18

Re:

Post by HAARP »

YokoZar wrote:I noticed that under the latest Ubuntu when Spring crashes 0.75 it somehow doesn't let go of the mouse. I have to hit alt-f2, relaunch spring, start a game, and then quit to get it back.

I'm wondering if this is a Spring issue or an Ubuntu issue.
You may be interested in umouse
ZellSF
Posts: 1187
Joined: 08 Jul 2006, 19:07

Re: Spring 0.76: pending stuff

Post by ZellSF »

Uh, AIs setting start positions is nice, but them placing start positions in the enemy box is not :P

Shouldn't it be impossible in the engine to start in the enemy start box? I've noticed this can be done with players leaving with no start position set in the current version too.

Edit: I don't really actually care much about AI play, but should writing .take take all AIs?
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clumsy_culhane
Posts: 370
Joined: 30 Jul 2007, 10:27

Re: Spring 0.76: pending stuff

Post by clumsy_culhane »

testing S:44 with Nemo, the SDD still desyncs, fresh installs of both svn spring and S:44 (and we were both up-to-date)
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Re: Spring 0.76: pending stuff

Post by Tobi »

Think I found and fixed the std::bad_alloc problem. Just doing one last test before commit.
YokoZar
Posts: 883
Joined: 15 Jul 2007, 22:02

Re: Spring 0.76: pending stuff

Post by YokoZar »

Today I had a game go completely nuts because someone was spamming the change speed commands before it started.

By the time the host could issue a lock speed command, messages from me to chat were about 4 minutes behind. While I could see the game happening in real time, it took about 5 minutes of game time before I could start issuing orders again like normal.

Investigating what caused my client to go so bizarre is one thing, but the experience nevertheless reminded me of one important, and simple, request:

Lock speed by default. If only the host's change speed commands worked (until he changed the .setminspeed and .setmaxspeed himself), we'd avoid a lot of problems. It's also much more intuitive this way.
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LordMatt
Posts: 3393
Joined: 15 May 2005, 04:26

Re: Spring 0.76: pending stuff

Post by LordMatt »

YokoZar wrote: Lock speed by default. If only the host's change speed commands worked (until he changed the .setminspeed and .setmaxspeed himself), we'd avoid a lot of problems. It's also much more intuitive this way.
+1 Also show some different icon next to the spect who is drawing peni all over the map so he can be kicked.
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