Topic: I think I solved the double-fighter bug..  (Read 28398 times)

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Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #40 on: July 25, 2004, 10:00:00 pm »
To everyone:

This fix works.  I spent a few hours playing on Gravity Well with Bonk.  It does not fix the host left issues. In fact, double-fighters and everything.. and AI controlling my ship problems still occur, there.

However.. all the normal missions work very nicely. :)

Cool news FS - thanks again!

Knowing that fixes the double-fighter bug under normal circumstances but not under "host left" also gives a few more clues about to how to deal with the host left issues.

dave


Indeed. The 'double' effect was present with a host-left. This tells me a new host was elected PRIOR to game start.. and the old host still is the host for his/her side of things..

Is there a way to know what the team# of the player joining the game is at game start? If it's not team0 and it's a host before the game started, it could be a hostleft problem. Furthermore if team0 is still present, it *is* positively a hostleft problem. .. any way to check this before the mission starts, during even set-up and ship creation?!

*Sigh*.
« Last Edit: July 25, 2004, 10:10:37 pm by FireSoul »


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Offline NuclearWessels

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Re: I think I solved the double-fighter bug..
« Reply #41 on: July 25, 2004, 10:08:46 pm »

Interesting - for each mission we do know which team the host should be (though which specific team isn't completely consistent across all the scripts), so if we get a positive on IsHost for another team then yes, we should be able to dig a bit deeper ... cool beans!

thanks yet again!
dave

Offline Bonk

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Re: I think I solved the double-fighter bug..
« Reply #42 on: July 25, 2004, 10:10:55 pm »
C'mon Karnak, chill man. Don't disappoint me here, please. I respect you and enjoy your missions. Your original post on this thread was clearly a misinterpretation.

I have swapped out the test missions for the EEK2.1 missions for the week and will swap the EEK2.1 back in next week (master missionlist blob editor now...).

I was talking to Firesoul about this describing what you had told me about these kind of scripting issues and to be honest I did't get alot of what he was saying as I'm not a scripter... I was wishing you were there to understand and have an intelligent response.  I know we can get together on this.

Please for ole Bonk, play nice... ignore past politics... make a new start. Firesoul is a strong character and so are you, but both talented and interested in the same game.

I have been using his shiplist and your missions for ages now, just think how happy I'd be if you guys cooperated.

I know you put a lot of work into multiplayer stability in your missions, and I thought you already had this covered. Its a complicated puzzle and teamwork is the only solution, as we all have real jobs to go to tomorrow.

Please Karnak?

Offline Bonk

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Re: I think I solved the double-fighter bug..
« Reply #43 on: July 25, 2004, 10:13:12 pm »
Quote
Is there a way to know what the team# of the player joining the game is at game start? If it's not team0 and it's a host before the game started, it could be a hostleft problem. Furthermore if team0 is still present, it *is* positively a hostleft problem. .. any way to check this before the mission starts, during even set-up and ship creation?!

Thats exactly the kind of suff Karnak was telling me about while testing EEK2.1 on the Gravity well, much of which I just smiled and nodded at (appreciating but not understanding), here's two guys who will understand what you're talking about Karnak.  For ol Bonk can you give your valued input here? With the three of you on it we could have the most stable missions ever... I'd be right happy.
« Last Edit: July 25, 2004, 10:25:59 pm by Bonk »

Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #44 on: July 25, 2004, 10:17:21 pm »

Interesting - for each mission we do know which team the host should be (though which specific team isn't completely consistent across all the scripts), so if we get a positive on IsHost for another team then yes, we should be able to dig a bit deeper ... cool beans!

thanks yet again!
dave


Ex-actly.

Think of it like this:

If current player is the host, but is not Team0.. *and* team0 is present and has ships in play, then there's a problem.

Explanation:
Team0 is always the classic host.. and if Team0 has indeed dropped, then all of the ships under his control should have gone "poof" with him at the time of the drop. The presence of ships belonging to Team0 with a HostLeft situation could be used to detect the hostleft situation is happening.


*ding* idea!
If we can't prevent it, perhaps we can call for an end to the mission right at the beginning and have a "Draw" result? Perhaps some kind of text blurb announcing this is because the hostleft problem was detected?



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Offline Bonk

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Re: I think I solved the double-fighter bug..
« Reply #45 on: July 25, 2004, 10:20:17 pm »
Quote
Explanation:
Team0 is always the classic host.. and if Team0 has indeed dropped, then all of the ships under his control should have gone "poof" with him at the time of the drop. The presence of ships belonging to Team0 with a HostLeft situation could be used to detect the hostleft situation is happening.

But the host left message often happens when the host has not left/dropped at all...

Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #46 on: July 25, 2004, 10:23:43 pm »
NuclearWessels: Caution! With the fix of the ship states, you should be aware of the following potential problem.

Do you have any missions where capture is possible? On capture, a new state is registered for the captured ship. It could spew out fresh fighters for the new controller's state (these were technically always there in the ship, just not activated).

For OP, there's a solution:
If the ship is captured, you could have the host (it just needs to be done once) set the number of fighters on the ship to 0. This is bound to be right more often than not. Based on experience, the host will actually send a NetMsg to the other clients to set it to 0 too with this command. (mSetFighters).

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Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #47 on: July 25, 2004, 10:26:23 pm »
Quote
Explanation:
Team0 is always the classic host.. and if Team0 has indeed dropped, then all of the ships under his control should have gone "poof" with him at the time of the drop. The presence of ships belonging to Team0 with a HostLeft situation could be used to detect the hostleft situation is happening.

But the host left message often happens when the host has not left/dropped at all...

No, but there's a mOnHostChanged event that exists in the API! It could be used to contain this source and trigger the draw, if that's the wanted solution.


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Offline Bonk

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Re: I think I solved the double-fighter bug..
« Reply #48 on: July 25, 2004, 10:50:37 pm »
Having it end in a draw would probably be better than dealing with double fire... and the reduced "Alt-outs" would keep the db cleaner... until we find a better solution that would certainly do if it works.

Offline FPF-DieHard

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Re: I think I solved the double-fighter bug..
« Reply #49 on: July 25, 2004, 10:53:11 pm »
Karnak, Firesoul has no aggenda with this.  There are no politics.  He It was simply for the betterment of the community.

He fixed this with an ED script simply because that source code is public.  EEK missions are not.   it is that simple.

I love EEK missions, the AI stripping and the stable 3v3 I've had with them are priceless to me.   Unfortunately, the double-fighter bug is a deal breaker.  The current batch of EEK missions cannot be used.

Who cares who fixed the bug?  Use this fix and make your scripts better.

Please, I really want to use your missions.
Who'd thunk that Star-castling was the root of all evil . . .


Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #50 on: July 25, 2004, 10:55:14 pm »
Having it end in a draw would probably be better than dealing with double fire... and the reduced "Alt-outs" would keep the db cleaner... until we find a better solution that would certainly do if it works.

I forsee possible problems.  The HostLeft bug isn't detected by all players all the time.
. like the original host still thinks it's a host, and no hostleft msg came up. The other player will exit with a Draw .. .. but I don't think it can make the original host player exit.

However, it may clean up the mission sufficiently to alow it to end normally.


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Offline Astarte

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Re: I think I solved the double-fighter bug..
« Reply #51 on: July 25, 2004, 11:40:25 pm »
Dammit Firesoul, you found the perfect woman!
(Aside from Kroma, sorry baby, yer always #1 in my books!)


*cries*  It's the TUTU!  I don't have a pretty pink fluffy tutu!

Offline likkerpig

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Re: I think I solved the double-fighter bug..
« Reply #52 on: July 25, 2004, 11:43:17 pm »
Dammit Firesoul, you found the perfect woman!
(Aside from Kroma, sorry baby, yer always #1 in my books!)


*cries*  It's the TUTU!  I don't have a pretty pink fluffy tutu!

It always comes down to that doesn't it?
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Re: I think I solved the double-fighter bug..
« Reply #53 on: July 26, 2004, 08:38:10 am »
Outstanding work FS!  :thumbsup: :thumbsup:

Offline KBF-Dogmatix_XC

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Re: I think I solved the double-fighter bug..
« Reply #54 on: July 26, 2004, 10:41:20 am »
Totally agree, t00l....this is great news.


Thanks for the work, FireSoul!



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Offline FPF-DieHard

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Re: I think I solved the double-fighter bug..
« Reply #55 on: July 26, 2004, 11:05:14 am »
Karnak has given me a test mission with FS's fixed code for the double fighter bug.  This will be on the GW3 test server.

More to follow.
Who'd thunk that Star-castling was the root of all evil . . .


Offline FireSoul

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Re: I think I solved the double-fighter bug..
« Reply #56 on: July 26, 2004, 12:07:16 pm »
Hey. DH. Nice title!

Quote
FPF-DieHard
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Offline Capt_Bearslayer_XC

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Re: I think I solved the double-fighter bug..
« Reply #57 on: July 26, 2004, 04:19:02 pm »
Hey. DH. Nice title!

Quote
FPF-DieHard
Starcastling Twat

:rofl:

All the Hydrans from GW2 should have that added to their signatures...
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Offline NuclearWessels

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Re: I think I solved the double-fighter bug..
« Reply #58 on: July 26, 2004, 05:03:48 pm »
OK, I've posted updated packs for

Core missions
Total War missions
The whole shebang

though the big one says it still has about 20 minutes to go on the upload

These include Firesoul's fix for the double-fighter bug, plus a host of minor other fixes (incorrect reporting of  some mission results, the stupid routine that named AI ships things like .I.II.III, etc etc)

thanks again FS!
dave

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Re: I think I solved the double-fighter bug..
« Reply #59 on: July 26, 2004, 05:06:21 pm »
Dowloading now . . .

Um, which one was the "runner" mission?
Who'd thunk that Star-castling was the root of all evil . . .