Angband Forums

Angband Forums (http://angband.oook.cz/forum/index.php)
-   Variants (http://angband.oook.cz/forum/forumdisplay.php?f=4)
-   -   FAangband 2.0beta (http://angband.oook.cz/forum/showthread.php?t=10172)

Nick July 5, 2021 06:02

Quote:

Originally Posted by MITZE (Post 154172)
As far as I can tell, the crash that deposits you on the level you were trying to enter seems to have something to do with player ghosts; as far as I've noticed, every time it's happened there's been a player ghost when I've reloaded the game. In case this is valuable information for debugging, I've been scumming for these crashes going between Amon Rudh 15 and West Beleriand 16; the player ghosts I've confirmed involved when the crash happens are 'BEEFCAKE', 'Dex', 'Judias', 'Klassik', 'Rythil', and 'WildKhaine'.

As for the crash that deposits you on the level you were trying to leave, it's only happened to me once or twice during my bugtesting time, and it hasn't been replicatable; I've been making a habit of saving before attempting to make a transition during this, and when this crash happened it didn't occur when I tried the transition a second time--not sure if saving screwed with the RNG or what.

EDIT: Confirmed the crash that deposits you on the level you were trying is not replicatable; spammed wilderness transitions without saving for a while and found it again, but it still didn't occur when trying the transition a second time.

This is all really useful information. I suspect (well, hope) finding the first issue won't be too hard now, as it's almost certainly related to ghost generation, and apparently after level generation. The second one is happening during level generation, so may be harder to find.

Did you get any instances of the game hanging?

MITZE July 5, 2021 07:35

Quote:

Originally Posted by Nick (Post 154174)
Did you get any instances of the game hanging?

No lockups for me, though there were a few instances of the transition taking a non-negligable amount of time to happen; this may or may not be a webserver consequence rather than a game issue though.

(Incidentally, I had been wondering if Rolanako's lockup had just been him coincidentally running into connection issues at the same time--no way to tell now, though.)

Nick July 5, 2021 12:59

OK, I've found a memory error in wilderness and updated - see if that makes a difference.

Cuboideb July 5, 2021 13:42

Quote:

Originally Posted by Cuboideb (Post 154170)
In ui-death.c, line 353. file_close should be outside the infinite loop. If the user answers N that line could never be executed. Perhaps the loop should be closed at line 337.

I tried this fix. Bone files are properly generated now in android.

MITZE July 5, 2021 20:47

Quote:

Originally Posted by Nick (Post 154178)
OK, I've found a memory error in wilderness and updated - see if that makes a difference.

Both crashes still happen.

Nick July 5, 2021 22:30

Quote:

Originally Posted by Cuboideb (Post 154180)
I tried this fix. Bone files are properly generated now in android.

Thanks, I've done an overhaul of that code which includes your fix, and I think it now works properly.

Crashes I will get to another time.

MITZE July 8, 2021 05:11

Bug Spotted?
 
Perhaps a stupid question (because I really don't know newFA code), but should line 719 in mon-make.c be false rather than true?

As far as I understand it, the entire function it's in is returning true or false based on whether it's successfully created a player ghost, but that particular line is part of a check to determine whether the monster is supposed to be a player ghost at all?

Nick July 8, 2021 05:19

Quote:

Originally Posted by MITZE (Post 154276)
Perhaps a stupid question (because I really don't know newFA code), but should line 719 in mon-make.c be false rather than true?

As far as I understand it, the entire function it's in is returning true or false based on whether it's successfully created a player ghost, but that particular line is part of a check to determine whether the monster is eligible to be a player ghost at all?

I think you're right, and I'll change it, but in practice it shouldn't make a difference because that check is also done before the prepare_ghost() function is called.

MITZE July 12, 2021 14:15

Quote:

Originally Posted by Nick (Post 154277)
[08:50] Nick: OK, let's hope it's just ghosts then
[08:52] Nick: Start of level with ghost, reloading with ghost, encountering ghost, or something else?

Continuing the webserver conversation, but it's still the same problem: there are relatively frequent crashes when you go to transition to a new level (only in the wilderness? I should probably check that.).

After the crash happens, reloading the game will put you on the level you were trying to transition to, and as far as I've noticed there's always a player ghost on said level.

Nick July 12, 2021 22:02

Quote:

Originally Posted by MITZE (Post 154356)
Continuing the webserver conversation, but it's still the same problem: there are relatively frequent crashes when you go to transition to a new level (only in the wilderness? I should probably check that.).

After the crash happens, reloading the game will put you on the level you were trying to transition to, and as far as I've noticed there's always a player ghost on said level.

OK, I'll do some testing offline too, and if it keeps not happening we'll blame Gwarl (or probably the interaction of player ghosts with multiuser setup, actually).


All times are GMT +1. The time now is 11:15.

Powered by vBulletin® Version 3.8.11
Copyright ©2000 - 2023, vBulletin Solutions Inc.