Twentieth game on the multiplayer slow game server

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Daybreak
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Re: Twentieth game on the multiplayer slow game server

#226 Post by Daybreak »

Thats interesting - in multiplayer games, I assume we cant see the graphs or is that bug?

Ophiuchus
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Re: Twentieth game on the multiplayer slow game server

#227 Post by Ophiuchus »

Daybreak wrote: Thu May 12, 2022 7:56 pm Thats interesting - in multiplayer games, I assume we cant see the graphs or is that bug?
it has to be turned off. (o01eg usually does this)

"good news" everybody - i found and fixed the bug responsible for the launch capacity glitch.
the bad news is that it probably lurks in your build for all effects setting some ship part meters (depending on the exact invariants of the effect).

the code path which triggers the bug: if there is more than one target, and the valueref is not target invariant and the valueref is not a SimpleIncrement.
Any code or patches in anything posted here is released under the CC and GPL licences in use for the FO project.

Look, ma... four combat bouts!

Daybreak
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Re: Twentieth game on the multiplayer slow game server

#228 Post by Daybreak »

Ophiuchus wrote: Thu May 12, 2022 8:48 pm "good news" everybody - i found and fixed the bug responsible for the launch capacity glitch.
the bad news is that it probably lurks in your build for all effects setting some ship part meters (depending on the exact invariants of the effect).

the code path which triggers the bug: if there is more than one target, and the valueref is not target invariant and the valueref is not a SimpleIncrement.
Can I get that in english please? :D

Does it still only occur if Flanking is being used as a policy?

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#229 Post by Oberlus »

Daybreak wrote: Thu May 12, 2022 9:54 pm Does it still only occur if Flanking is being used as a policy?
I think Ophiuchus suggests to restart game with the fix, that is in the backend (not fixable without recompilation), because it could affect us in some other ways we didn't foresee. Our call.

Daybreak
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Re: Twentieth game on the multiplayer slow game server

#230 Post by Daybreak »

Well we are only 3 turns in - if we are going to do it, now is the time - I am in favour of restart

o01eg
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Re: Twentieth game on the multiplayer slow game server

#231 Post by o01eg »

Will it work if I only rebuild server? Those changes affect common code.
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o01eg
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Re: Twentieth game on the multiplayer slow game server

#232 Post by o01eg »

Daybreak wrote: Fri May 13, 2022 5:57 am Well we are only 3 turns in - if we are going to do it, now is the time - I am in favour of restart
Those changes don't affect saves so we could continue the game.
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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#233 Post by Oberlus »

o01eg wrote: Fri May 13, 2022 6:20 am
Daybreak wrote: Fri May 13, 2022 5:57 am Well we are only 3 turns in - if we are going to do it, now is the time - I am in favour of restart
Those changes don't affect saves so we could continue the game.
So we continue this game and then switch to next weekly test builds? That sounds great.

o01eg
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Re: Twentieth game on the multiplayer slow game server

#234 Post by o01eg »

Oberlus wrote: Fri May 13, 2022 6:26 am
o01eg wrote: Fri May 13, 2022 6:20 am
Daybreak wrote: Fri May 13, 2022 5:57 am Well we are only 3 turns in - if we are going to do it, now is the time - I am in favour of restart
Those changes don't affect saves so we could continue the game.
So we continue this game and then switch to next weekly test builds? That sounds great.
It still possible other changes will be merged until next weekly test build.
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o01eg
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Re: Twentieth game on the multiplayer slow game server

#235 Post by o01eg »

I could restart the server with this fix. Not sure what to do if client part should be synchronized.
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Re: Twentieth game on the multiplayer slow game server

#236 Post by Oberlus »

o01eg wrote: Fri May 13, 2022 6:45 am It still possible other changes will be merged until next weekly test build.
I'll go for that, chances are no changes will break compatibility?

o01eg
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Re: Twentieth game on the multiplayer slow game server

#237 Post by o01eg »

Oberlus wrote: Fri May 13, 2022 11:15 am
o01eg wrote: Fri May 13, 2022 6:45 am It still possible other changes will be merged until next weekly test build.
I'll go for that, chances are no changes will break compatibility?
I suppose client will show incorrect result of effects.
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Re: Twentieth game on the multiplayer slow game server

#238 Post by Oberlus »

o01eg wrote: Fri May 13, 2022 11:18 am
Oberlus wrote: Fri May 13, 2022 11:15 am
o01eg wrote: Fri May 13, 2022 6:45 am It still possible other changes will be merged until next weekly test build.
I'll go for that, chances are no changes will break compatibility?
I suppose client will show incorrect result of effects.
But only for those that were incorrect due to a (then fixed) bug?
I mean: continue playing, next week update server and clients to weekly test build,continue playing (maybe one turn of wrong calculations while adjusting game state to not-bugged calculations) or restart game if save compatibility gets broken.

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LienRag
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Re: Twentieth game on the multiplayer slow game server

#239 Post by LienRag »

We're three turns in, we probably should restart.
I had an interesting start, though...

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Oberlus
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Re: Twentieth game on the multiplayer slow game server

#240 Post by Oberlus »

LienRag wrote: Fri May 13, 2022 11:44 am We're three turns in, we probably should restart.
Why restart?
That probably means losing a week of gaming for nothing.

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