CVS test server
Keep the sources around, I may need them later. But probably not: your changes don't look like they can break the recording. What version are your sources derived from?
And I'm afraid you have to resend the recording Postfix comes with a preconfigured 10MB message size limit, and fetchmail throws away messages exceeding that instead of keeping it on the server like it does for its own size limit. Grrr and sorry, I was unaware of this quirk. I bumped the limits up to 200MB per message.
And I'm afraid you have to resend the recording Postfix comes with a preconfigured 10MB message size limit, and fetchmail throws away messages exceeding that instead of keeping it on the server like it does for its own size limit. Grrr and sorry, I was unaware of this quirk. I bumped the limits up to 200MB per message.
I synched with CVS on 16.12.2005, 22:50 CET using branch tag Nv0_2_8_beta4_2.z-man wrote:Keep the sources around, I may need them later. But probably not: your changes don't look like they can break the recording. What version are your sources derived from?
Yeah, EMail is quirky. Especially since most admins/developers think their list of usecases is exhaustive. The problems I had with EMail ... but that's another story. I am sending it again.And I'm afraid you have to resend the recording Postfix comes with a preconfigured 10MB message size limit, and fetchmail throws away messages exceeding that instead of keeping it on the server like it does for its own size limit. Grrr and sorry, I was unaware of this quirk. I bumped the limits up to 200MB per message.
Update: First the mail server didn't respond, and now the mail client has crashed (!). I'll try the webinterface.
Update2: The webinterface accepted the upload with the awesome speed of 1 KB/s. 10 Minutes later, the connection broke. I'll try the mailclient again, after all, it worked last night ...
Update3: My ISP is the culprit. Even if the connection is idle, I have 20% packet loss. On ADSL! Grrr ... I'll try again later.
Yes, thanks, it arrived safely this time. I'm having the usual trouble playing it back, but I haven't tried running it in Windows yet.
Edit: After a little editing (for some reason, the loading of the master server list appears twice in the recording), it now plays back fine to the error. It appears the server is reusing network objects IDs too fast.
Edit: After a little editing (for some reason, the loading of the master server list appears twice in the recording), it now plays back fine to the error. It appears the server is reusing network objects IDs too fast.
I think I've got a fix. It's not perfect, but probably sufficient: freed network object IDs are not recycled immediately anymore, they are put into a queue that has a minimal fill state.
Whenever rubber is currently active, turn commands from the client are executed at exactly the TIME the client says they should be executed. There was some slack regarding this previously. In local experiments, this eliminated all instances where the server would calculate a higher rubber usage (and thus possibly an earlier death) than the client.
Both changes will be in effect after the next restart in a couple of hours. Maybe I'll manually trigger one in a few minutes so I can be online to monitor possible ill side effects immediately.
Whenever rubber is currently active, turn commands from the client are executed at exactly the TIME the client says they should be executed. There was some slack regarding this previously. In local experiments, this eliminated all instances where the server would calculate a higher rubber usage (and thus possibly an earlier death) than the client.
Both changes will be in effect after the next restart in a couple of hours. Maybe I'll manually trigger one in a few minutes so I can be online to monitor possible ill side effects immediately.
- Lucifer
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I've got another feature request. This one comes from lag, actually. The ability to disable color codes in player names, so as to eliminate mistakes from looking at just player names in the list of players and trying to associate what teams they're on. I know, it's weak, and maybe you added this when you fixed another, more serious color exploit? Or maybe it's been there for awhile. Anyway, if you can do this, lag would probably appreciate it.
(I know, it's weak, there is a column giving team membership and all....)
(I know, it's weak, there is a column giving team membership and all....)
Accepted and added for the next server restart. There already was the option to filter all color codes from the clients, but this may be overkill.
Oh, and I forgot: Thanks a million, meriton! For all: if the client disconnection bug happens again on Fortress, just reconnect and complain in the usual way ("BUG! Random disconnect!") even if you don't have a clientside recording so I know whether it is still there.
Oh, and I forgot: Thanks a million, meriton! For all: if the client disconnection bug happens again on Fortress, just reconnect and complain in the usual way ("BUG! Random disconnect!") even if you don't have a clientside recording so I know whether it is still there.
Code: Select all
for (int i=0; i<1000000; i++) {
cout << "You're welcome." << endl;
}
Code: Select all
[4] received logout from 4.
[4] meriton left the game.
[4] meriton leaves Team blue.
[4] Killing user 4, ping 0.129509.
...
[4] New user: 4
[4] meriton entered the game.
[4] meriton plays for Team blue.
...
[4] meriton: BUG: netowork error. i'll send the recording later.
The previous "fix" was not wasted work, it could lead indeed to the same observed error.
For you all, this means no more disconnection reports unless you're using a client from tomorrow's CVS.
I'd like to add to that that the gauges on the HUD can also be affected by a similar bug. In the attached recording, the client thinks really fast cycles (speed = 2300) are around and rescales the speed gauge accordingly. The ridiculos scale persists across the entire session.meriton wrote:When connecting tonight, my client displayed cycles outside the grid until the round ended.
Personally I don't care, but in case other do you now have a recording.
- Attachments
-
- ridiculos speed gauge scale.aarec.bz2
- (38.1 KiB) Downloaded 87 times
ok, I've got two other bugs... ehhh just remember one now ...
no recordings yet
Somtimes the player names (above the cycles) get yellow ... this depends on the last color of the console as far as I can tell it. At least scrolling the console up and down changed the color between white or yellow.
I'll post the other bug once I remember what it was ... I should have a block at hand while playing.
EDIT: reminds himself not to bother z-man about bugs while playing "Apology" attached
no recordings yet
Somtimes the player names (above the cycles) get yellow ... this depends on the last color of the console as far as I can tell it. At least scrolling the console up and down changed the color between white or yellow.
I'll post the other bug once I remember what it was ... I should have a block at hand while playing.
EDIT: reminds himself not to bother z-man about bugs while playing "Apology" attached
- Attachments
-
- armagetron_beta4.2_console_color_leak.tar.bz2
- 5sec into the game ... shows console color leak 0.2.8beta4.2 client used
- (51.48 KiB) Downloaded 92 times
Last edited by joda.bot on Wed Jan 11, 2006 1:19 pm, edited 3 times in total.
- 2020
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my gratitude
can't really contribute to the tecnical talk around here
just wanted to say
once again
thanks for the gameplay design of fortress
amazing
last night i found playing in the cockpit view
with upto 4v4
ideally 3v3
was sweet
a real rush
and thanks to all the developers for the entire game-design
of armagetron
just wanted to say
once again
thanks for the gameplay design of fortress
amazing
last night i found playing in the cockpit view
with upto 4v4
ideally 3v3
was sweet
a real rush
and thanks to all the developers for the entire game-design
of armagetron
hold the line