Random Screenshots Thread

General Stuff about Armagetron, That doesn't belong anywhere else...
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Jonathan
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Post by Jonathan »

Code: Select all

921
gWallRim constructor 0x5b2ff60
gWallRim split 0x5b2ff60
gWallRim constructor 0x5b339b0
gWallRim constructor 0x5b338a0
gWallRim destructor 0x5b2ff60
921
gWallRim constructor 0x5b33380
gWallRim split 0x5b33380
gWallRim constructor 0x5b33e70
gWallRim constructor 0x5b33ee0
gWallRim destructor 0x5b33380
921
gWallRim constructor 0x5b34220
gWallRim split 0x5b34220
gWallRim constructor 0x5b342f0
gWallRim constructor 0x5b34360
gWallRim destructor 0x5b34220
gWallRim split 0x5b34360
gWallRim constructor 0x5b34130
gWallRim constructor 0x5b341a0
gWallRim destructor 0x5b34360
gWallRim split 0x5b341a0
gWallRim constructor 0x5b2ab30
gWallRim constructor 0x5b312d0
gWallRim destructor 0x5b341a0
gWallRim split 0x5b312d0
gWallRim constructor 0x5b31250
gWallRim constructor 0x5b31380
gWallRim destructor 0x5b312d0
921
gWallRim constructor 0x5b31420
gWallRim split 0x5b31420
gWallRim constructor 0x5b31890
gWallRim constructor 0x5b31940
gWallRim destructor 0x5b31420
gWallRim split 0x5b31940
gWallRim constructor 0x5b317e0
gWallRim constructor 0x5b319b0
gWallRim destructor 0x5b31940
888
gWallRim destructor 0x5b319b0
So it is destroyed between print and return on line 888.
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Z-Man
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Post by Z-Man »

I think I know what it is... I should have checked this earler, sorry.
When you said you use CVS from one week before beta1, did you mean CVS from the trunk or the branch? (I was assuming you meant the branch) There is no return statement anywhere near line 888 on the revision from the branch (1.29.2.2 or later). In the revision from the trunk (1.29), there is:

Code: Select all

                if ((*B) == end)
                    return B;
It has been changed to

Code: Select all

                if ((*B) == end)
                {
                    c->SetWall(toBePlaced.Wall());
                    return B;
                }
In 1.29.2.1 on the branch and 1.30 on the trunk, fixing (you guess it) nemo's hole in player walls bug.
You should not just upgrade eGrid.cpp to test the fix, there are dependent changes in eTess2.h (and other places that use it). Just make the one change and see what happens.
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Jonathan
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Post by Jonathan »

Yep, that fixed it.
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Z-Man
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Post by Z-Man »

Phew. Thanks. Lesson learned: always ask Jonathan to send over the CVS/Entries files :)
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Jonathan
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Post by Jonathan »

Yeah, I'm not very familiar with CVS, sometimes changing something and wondering what I actually did and how to revert it. :) Probably because I don't use it that often and checkout and update are usually enough.
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Jonathan
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Post by Jonathan »

Back on topic.
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literally_patched.png
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dlh
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Post by dlh »

On Jonathan's server (running from the client):

I timed out. I reconnected, and the "old" nemo was still there. I had no control, but it was still there. The same happened to Your_mom, so we had two clones.

One round, a new game would not start. Just black, however everyone including Jonathan could still chat. IIRC correctly it was fixed by killing the clones (after several consecutive kicks of the "real" nemo).

Jonathan ran into the "User 0 timed out" (bug on sf) spam that I also got once. No idea what causes it.

I also found out that the server, when run from the client, can be paused like in a local game. :o
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Your_mom and nemostultae clones
Your_mom and nemostultae clones
Paused 1
Paused 1
Paused 2
Paused 2
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Z-Man
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Post by Z-Man »

nemostultae wrote:I timed out. I reconnected, and the "old" nemo was still there. I had no control, but it was still there. The same happened to Your_mom, so we had two clones.
Are your clients by any chance still on 0.2.8_beta1? When you reconnect to a server, they don't get a new socket and will accept packets for the old connection (as long as the server believes it's still alive), they may even keep it alive.
nemostultae wrote:I also found out that the server, when run from the client, can be paused like in a local game. :o
A feature for the "Pizza delivery arrives" use case :) The server-on-client mode is mainly intended for uncomplicated LAN matches.
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Jonathan
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Post by Jonathan »

nemostultae wrote:One round, a new game would not start. Just black, however everyone including Jonathan could still chat. IIRC correctly it was fixed by killing the clones (after several consecutive kicks of the "real" nemo).
No, and it may have been an accidental pause. Trying to get rid of the second nemo: "kick nemostultae" "nemostultae entered the game" "kick nemostultae" "nemostultae entered the game" etc. Luckily asking him to stay away for five secs (I can't type fast enough if he enters again after one sec) worked. "kick nemostultae" "kick nemostultae" "nemostultae entered the game".
nemostultae wrote:Jonathan ran into the "User 0 timed out" (bug on sf) spam that I also got once. No idea what causes it.
I got it once per frame at maybe average 200 fps. Had to ask nemo to pm me if he knew what to do (restart).
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Explosions were still off because they were distracting at Shrunkland, but it's really nemo exploding, while paused (you can still see his triangle on the map, faded away a bit). Running at low res so there's a bit of space left and for a faster server.
Explosions were still off because they were distracting at Shrunkland, but it's really nemo exploding, while paused (you can still see his triangle on the map, faded away a bit). Running at low res so there's a bit of space left and for a faster server.
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Jonathan
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Post by Jonathan »

z-man wrote:Are your clients by any chance still on 0.2.8_beta1? When you reconnect to a server, they don't get a new socket and will accept packets for the old connection (as long as the server believes it's still alive), they may even keep it alive.
Could the "does not know about netobject" messages have to do with this?

Explanation of the name "Jonathan's non-dedicated weird accel server":
"Jonathan's": implies that there's something unusual.
"non-dedicated": means it's not dedicated.
"weird accel": 400/(distance-19)+100 acceleration.
"server": serving your dinner, but without the dinner.

Edit: new one called "weirder" is up!
Edit 2: back to "weird".
Last edited by Jonathan on Mon Sep 26, 2005 7:58 am, edited 1 time in total.
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Z-Man
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Post by Z-Man »

Jonathan wrote:
z-man wrote:Are your clients by any chance still on 0.2.8_beta1? When you reconnect to a server, they don't get a new socket and will accept packets for the old connection (as long as the server believes it's still alive), they may even keep it alive.
Could the "does not know about netobject" messages have to do with this?
A bit; it's basically the one visible symptom that a user is about to time out. It indicates that packets have not reached the client. Why it does not time out anyway is beyond my understanding.
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Jonathan
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Post by Jonathan »

The acceleration curve of my server, rendered ~8 times smaller.
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acceleration_curve.png
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Sabarai
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Post by Sabarai »

Nice Jonathan..
Image
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Walking Tree
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Post by Walking Tree »

EDIT this is the thing about no lag hack and DOS attack
Lucifer wrote:(ok, that's a joke, ok?)
but it IS a fun idea ;)

but too evil
on the grid as ~free::zombie~
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Jonathan
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Post by Jonathan »

:D Note the pings.
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highpingwin.png
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