bugWarzone 2100 Project - Bugs: bug #12116, Invisible units when using Cyborg...

 
 
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bug #12116: Invisible units when using Cyborg Transport

Submitted by:  Steven Koenig <kreuvf>
Submitted on:  Tue 29 Jul 2008 02:18:40 PM UTC  
 
Category: Engine: NetplaySeverity: Blocker
Priority: 8Status: Fixed
Assigned to: Bugs Buggy <buginator>Open/Closed: Closed
Release: 2.1_beta4Operating System: All
Planned Release: None

(Jump to the original submission Jump to the original submission)

Sat 23 Aug 2008 06:41:31 PM UTC, SVN revision 5851:

Backport 5838:
"Fixes bug #12116
Cyborg transports now can load/unload correctly."

(Browse SVN revision 5851)

Bugs Buggy <buginator>
Project AdministratorIn charge of this item.
Mon 18 Aug 2008 03:28:06 AM UTC, SVN revision 5838:

Fixes bug #12116
Cyborg transports now can load/unload correctly.

(Browse SVN revision 5838)

Bugs Buggy <buginator>
Project AdministratorIn charge of this item.
Fri 08 Aug 2008 03:48:05 AM UTC, comment #5:

Should be fixed now.

Now only if GNA would fix the uploading errors...

Note, the way the game currently handles this is wrong, and prone to cheating.
Will have to fix that aspect of it another day.

Bugs Buggy <buginator>
Project AdministratorIn charge of this item.
Tue 05 Aug 2008 03:40:26 AM UTC, comment #4:

I took a bit of time to check the original (1.x), and the bug is still there, but in the original, it crashes, instead of allowing it.

Looks like the logic is flawed, and it is going to take a bit more time to rewrite the routines, and I am short on time this week. :(

Bugs Buggy <buginator>
Project AdministratorIn charge of this item.
Mon 04 Aug 2008 04:44:00 AM UTC, comment #3:

I found the reason for this, but I didn't have time to make a patch yet.

The problem is that when the droid (cyborg) goes into the transporter, it gets removed from the apsDroidLists. (I don't really know the logic behind that, I would just set a flag that it is on a transport ship, not remove it from the list.)

When it exits the transporter, we check apsDroidList first, and we notice it isn't there (well duh! We removed it), and then it bails out with that error in IdToDroid().

Also, unless I am blind, I don't see a sendDroidDisEmbark() when we remove a droid from the transport. (Though, that routine also checks IdToDroid().)

In short, we need to get the droid back in apsDroidList via addDroid() (which is already done), then after that, we must send the same info to all other clients (which isn't done), so they update their apsDroidList also.

If nobody beats me to it, I will have a patch ready when I get some time.

This is also a trunk issue.

Bugs Buggy <buginator>
Project AdministratorIn charge of this item.
Sun 03 Aug 2008 06:50:09 AM UTC, comment #2:

I will try the 2.1 B4 debug-build next week.

Steven Koenig <kreuvf>
Project Member
Sun 03 Aug 2008 06:43:45 AM UTC, comment #1:

Are you using a debug build while testing this?

If so, can you post the stdout.txt & stderr.txt?

If not, you may still get some info in those files.

Looking for stuff like :
warning |000001731376: [strresGetString] Couldn't find string for id "Flamer"
or
error |000002068417: [recvDroidInfo] recvDroidInfo: Packet from 0 refers to non-existent droid 161664!

Bugs Buggy <buginator>
Project AdministratorIn charge of this item.
Tue 29 Jul 2008 02:18:40 PM UTC, original submission:
Reproduction
  1. Set up an MP-game with two human players playing against each other.
  2. Build a Cyborg Transport and fill it with cyborgs.
  3. Unload the cyborgs.
  4. With your cyborgs go to a place the other human and you can see, make sure your units do not fire.
  5. Take a look at the screen of the other human player to see that your units are invisible.
Consequences

The other player does not see your units so he/she will not be able to actively do something against your army. But whenever enemy units/structures are in the way of your army those will fight against it. The other player does not notice this until his buildings/units explode die.

If both players use this, nobody can see the other ones army and nothing will happen if both meet.

Thanks to Fingolfin for helping with getting information on this bug.

Steven Koenig <kreuvf>
Project Member

 

Attached Files
file #4640:  cyborg_transport_bug_player1.png added by kreuvf (520kB - image/png - Player 1 = bug user; player 2 = bug user's victim)
file #4641:  cyborg_transport_bug_player2.png added by kreuvf (434kB - image/png - Player 1 = bug user; player 2 = bug user's victim)

 

Depends on the following items: None found

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Carbon-Copy List
  • -unavailable- added by buginator (Posted a comment)
  • -unavailable- added by kreuvf (Submitted the item)
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    Follow 6 latest changes.

    Date Changed By Updated Field Previous Value => Replaced By
    Mon 18 Aug 2008 03:30:40 AM UTCbuginatorStatusConfirmed=>Fixed
      Open/ClosedOpen=>Closed
    Fri 08 Aug 2008 03:48:05 AM UTCbuginatorAssigned toNone=>buginator
    Thu 31 Jul 2008 11:45:09 AM UTCkreuvfDependencies-=>bugs #11615 is dependent
    Tue 29 Jul 2008 02:18:40 PM UTCkreuvfAttached File-=>Added cyborg_transport_bug_player1.png, #4640
      Attached File-=>Added cyborg_transport_bug_player2.png, #4641
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