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Map change triggered error. #66
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This is still relevant, I've had this happen a few times. Seems to be completely random, maybe caused by late Packets arriving from server after round has finished and Player objects have been deleted. |
Yeah, that's about the gist of the problem. |
Do you know enough about this error to fix it? I don't know enough C++ to do anything about this unfortunately. |
I have not looked into it, nor anything AoS related in months... |
I've been doing so very intensely for the last few days and Its becoming increasingly depressing |
AFAIK this error was introduced during one of the codebase optimisations/rewritings. You can try and track it down with git bisect or something. Or maybe I am just speculating because of wrong impression of the ancient changes. |
Still present in the master branch. I get it almost every time the map changes. Perhaps could we just make it ignore an invalid player ID like the original client didn't do any error checks? |
@yvt can this be added to 0.1.2 milestone? It's a very old and recurrent bug that should've been solved quite some time ago. |
Is this solved? I've been using master for a while and it's not been an issue again. |
I couldn't find any commits made specifically to fix this, perhaps it got accidentally fixed in master? Or maybe you just were lucky, dunno. If we had a deterministic way to trigger the bug, it would be easy to prove. |
The issue is still present:
I started to develop a habit of disconnecting right before the map change and then reconnecting after that. |
Huh. It's probably related to you living far away from the servers... If the theory of this being caused by delayed world update packets is correct. Either way, I guess it would be relatively simple to write a quick script to send a mapstart packet and then a worldupdate packet |
It probably has something to do with the world update packet handling during map loading sequence where OS defers the processing of received packets until entire the map is loaded (in case of the server failing to do that). The longer map loading time, the more deferred packets, which produce more chance of triggering this bug. |
I think I found the cause. See this log: It says
Here’s a speculation of what is happening here:
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Fixes #66. Wow, it's been 4 years since the issue was reported for the first time. *Inhale* yay!
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