BUG cries on Bugfarm Fortress and Sumo

For things that have to do with those crazy test servers... and yeah. By request of z-man, and, of course, you gotta obey...

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Z-Man
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BUG cries on Bugfarm Fortress and Sumo

Post by Z-Man »

New thread dedicated to those cries. In case you don't know, if you find a bug on "CVS Test Server: Fortress" or "Fortress practice: Sumo" just shout "BUG" and I'll be notified with a log and the chance to replay the action later. Please stand by to provide more information if you do so.

Slightly off-topic: Sumo has moved to my own PC at work, both test servers now run on the same machine. So update your bookmarks!

I haven't posted one of those in a while, so here comes a lot:

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radian. core dumped PeachyMuff for 30 points.
[0] wrtlprnft |mbc| was awarded 60 points for conquering znôrt's base.
[0] wrtlprnft |mbc| was awarded 60 points for conquering weeOOoooo...'s base.
[0] Match Winner: wrtlprnft |mbc|
[0] Overall Winner: wrtlprnft |mbc| with 620 points.
[0] radian. was awarded 60 points for conquering PeachyMuff's base.
[12] wrtlprnft |mbc|: what?
[12] wrtlprnft |mbc|: BUG
[12] wrtlprnft |mbc|: radian won
No, you hit the score limit first. radian ended up with more points, but you were first.

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[10] wrtlprnft |mbc|: BUG i dont see anything on start and it displays tons of
messages about netobje
[10] wrtlprnft |mbc|: gonna reconnect
[10] received logout from 10.
[10] wrtlprnft |mbc| left the game.
[10] wrtlprnft |mbc| leaves Team gold.
[10] Killing user 10, ping 0.248169.
[5] New user: 5
[5] wrtlprnft |mbc| entered the game.
[5] wrtlprnft |mbc| plays for Team gold.
[5] wrtlprnft |mbc|: i was hoping it would go away :)
[5] wrtlprnft |mbc|: gah g2g anyways
[0] Draco core dumped ~*SP*~Oblivion for 2 points.
[5] received logout from 5.
[5] wrtlprnft |mbc| left the game.
[5] wrtlprnft |mbc| leaves Team gold.
[5] Killing user 5, ping 0.255091.
The ping printed on logout is unusually high for you, so it was probably one of those real world network problems.

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[2] lag: BUG:  I get vote spam protection even if my polls are accepted
Yes, vote spamming also applies for merely suggesting votes, but with lower severity. It's configurable, of course. Or did I misunderstand something?

I answered lag's multiple vote "exploit" in the rc3 thread.

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[14] lag: BUG:  the "friends" display overlaps my ping
Yes. It's a config item update problem, the new defaults need to be applied. I renamed the settings that control the friends display position so they get reset for everyone.

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[2] WasARedHerring: bug : friends has 1 too many players
It's including you in the count.

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[0] nemostultae now plays for Team blue.
[0] nemostultae now plays for Team gold.
[11] nemostultae: BUG team balancing is acting wierd
I'm afraid there is no other way right now; at the time the code put you to team blue (on your request), it had no way to know nobody was switching back. Joda's job :)

Ignoring another one of Joda's rubber bugs, enough is enough :) And the weird ping jump probably was a real world network problem again, seems they're not really fixed after all.

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[0] Skip  core dumped kermit for 2 points.
[0] ghableska committed suicide.
[13] ghableska --> Teammates: ALERT: OUR DEFENSE IS DOWN
[3] kermit: holy jebus!
[13] ghableska: er
[13] ghableska: WTF
[13] ghableska: BUG!
[13] ghableska: joda, you had disappeared
[13] ghableska: i was the only person in the zone
So the bug was that joda disappeared? What client version were you using? It may be the known network object ID bug.

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[0] Nightmare core dumped Fonkay for 2 points.
[14] Fonkay: ?
[14] Fonkay: BUG! bounce??
Could you describe what you saw? I'll play this one back anyway, probably, a bounce would be visible in the debug output.

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[7] Gnorty: BUG - I havered, blue and outlook teams (will post screenshot)
Err??

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[6] rawr: BUG
[3] Zop: I think we'll be in the next round
[4] Pyr0TeK: I WANNA PLAY DAMNIT!
[8] sal: big bug..
[7] Ossi: next round
[4] Pyr0TeK: hehe
[6] rawr: players not assigned to teams
Fun :) I'll definitely look at that. You probably overwhelmed the server.

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(Player list)
[0] 2: dookatree_|DpG| (logged out)
[0] 4: Skip (logged out)
[0] 1: Mac_10.5 (logged out)
[0] 7: Manta (logged out)
[0] 3: Cray_SuPerCoM (logged out)
[0] 10: Lucifer (logged out)
[0] Deleting grid...
[2] received logout from 2.
[2] dookatree |DpG| left the game.
[2] dookatree |DpG| leaves Team blue.
[2] Killing user 2, ping 0.161468.
[0] Time:     84.6923 seconds
[0] Creating grid...
[0] Cray SuPerCoM now plays for Team blue.
[0] done!
[7] Manta: bye
[1] received logout from 1.
[1] Mac 10.5 left the game.
[1] Mac 10.5 leaves Team blue.
[1] Killing user 1, ping 0.25831.
[0] Go (round 1 of 10 )!
[0] 3
[3] received logout from 3.
[3] Cray SuPerCoM left the game.
Note: no "Cray SuPerCoM leaves team blue" message means he was the last of team blue. The round ends quickly :)
[3] Killing user 3, ping 0.179426.
[0] 2
[0] 1
[0] 0
[1] New user: 1
[1] dookatree |DpG| entered the game.
[1] dookatree |DpG| plays for Team gold.
Note: umm, gold?
[0] Team gold was awarded 10 points for being last active team.
[1] dookatree |DpG|: i think gold will win
[10] Lucifer: BUG
[10] Lucifer: I think this one's self-explanatory
[0] Lucifer committed suicide.
[10] Lucifer: oops
[0] Team blue was awarded 10 points for being last active team.
[0] Winner: Team blue
[10] Lucifer: BUG - ok, it was two gold teams, about everyone on blue leaving
at once
Ok, the round "Gold versus nobody" could not have been avoided, blue just left. But the second gold team is strange. Were the team colors in the round after that correct?
Last edited by Z-Man on Thu Jun 08, 2006 3:05 pm, edited 1 time in total.

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Post by Lucifer »

Heh, the gold vs nobody was silly. I said "This one is self-explanatory", and then realized you'd be looking at the log and not the recording. Um, there was two Team Golds in the scoreboard during that round, that's the anomaly. It straightened out the next round just fine.
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Post by Z-Man »

Yeah, it was a bit of a puzzle. I'd consider the two gold teams and worse, the fact that the "old" team gold probably was renamed to team blue, real bugs, though. I can offer to never let teams witch color during their lifetime unless they are named after the leading player sometime in between. Of course, that means "Team ugly" will stay "Team ugly".
I'll commit the code to the 0.2.8 branch.

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Re: BUG cries on CVS test servers Fortress and Sumo

Post by wrtlprnft »

z-man wrote:

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radian. core dumped PeachyMuff for 30 points.
[0] wrtlprnft |mbc| was awarded 60 points for conquering znôrt's base.
[0] wrtlprnft |mbc| was awarded 60 points for conquering weeOOoooo...'s base.
[0] Match Winner: wrtlprnft |mbc|
[0] Overall Winner: wrtlprnft |mbc| with 620 points.
[0] radian. was awarded 60 points for conquering PeachyMuff's base.
[12] wrtlprnft |mbc|: what?
[12] wrtlprnft |mbc|: BUG
[12] wrtlprnft |mbc|: radian won
No, you hit the score limit first. radian ended up with more points, but you were first.
I could swear radian's 60 points came before the match end message, but maybe I mixed it up since there are tons of messages on round end.
z-man wrote:

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[10] wrtlprnft |mbc|: BUG i dont see anything on start and it displays tons of
messages about netobje
[10] wrtlprnft |mbc|: gonna reconnect
[10] received logout from 10.
[10] wrtlprnft |mbc| left the game.
[10] wrtlprnft |mbc| leaves Team gold.
[10] Killing user 10, ping 0.248169.
[5] New user: 5
[5] wrtlprnft |mbc| entered the game.
[5] wrtlprnft |mbc| plays for Team gold.
[5] wrtlprnft |mbc|: i was hoping it would go away :)
[5] wrtlprnft |mbc|: gah g2g anyways
[0] Draco core dumped ~*SP*~Oblivion for 2 points.
[5] received logout from 5.
[5] wrtlprnft |mbc| left the game.
[5] wrtlprnft |mbc| leaves Team gold.
[5] Killing user 5, ping 0.255091.
The ping printed on logout is unusually high for you, so it was probably one of those real world network problems.
Heh, that's my normal ping on that server.
The strange thing is that the problem was there since I logged in and didn't go away... Dis- and Deconnecting solved it.

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Post by gnorty »

Sorry for the delay, Intended to post next day, got busy and then forgot.

here is the screenshot. As you can see, the screen shows "Gold" team, "Blue" team, and "Outlook" team.
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Post by Z-Man »

Wrtl: you don't have a clientside recording of that, I assume? What version were you running? I assume it was CVS from the trunk, but was it before or after the latest merge from the 0.2.8 branch on Feb. the 5th?

Gnorty: Have you played a local game with many AIs before you joined? If so, it's a client bug that should be fixed in rc3, and I hope you were using something earlier :)

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Re: BUG cries on CVS test servers Fortress and Sumo

Post by Fonkay »

z-man wrote:

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[0] Nightmare core dumped Fonkay for 2 points.
[14] Fonkay: ?
[14] Fonkay: BUG! bounce??
Could you describe what you saw? I'll play this one back anyway, probably, a bounce would be visible in the debug output.
I was attacking the other team base which was defended by 2 or more players. I went to grind on a tail, and then jumped through to the other side of the tail and died. I've never seen that happen except when there was bounce. I thought bounce was gone with the new versions.
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Post by Z-Man »

It appears that on the u-turn you used to grind Nightmare's wall, yo were pretty close already. The u-turn managed to become a perfect 180 on the spot and after such a monstrosity, it is undefined on which side of the wall you are on. The turn commands your client sent afterwards show that it was confused about that, too, and the topology police sais it would have killed you on the spot had it been active. Your real death as the server records it was caused by you driving against your own wall, but we'll have to attribute it to confusion.

The real bug here is probably the indefiniteness of the perfect 180, I hope the grid refactoring can fix that.

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Post by wrtlprnft »

Since my CVS checkout doesn't have a working HUD yet I'm using rc3 with the mericam and a few hacks that don't have to do with the netwoek code. And no, recording brings my FPS down to unplayable, so I don't have one.

Perfect 180 turns: Happens a lot on oktafortress with a lot of rubber.
If you go towards a wall in a 45° angle and turn towards it 4 times you end up on the wrong side. Nice trick to confuse other players if you know where you are (smartcam is helpful with that since it adjusts its viewpoint)

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Post by Ghableska »

Oh wow, just discovered this thread. I don't remember what version I was using (it was a long time ago), and I never knew that saying "BUG" would leave a log.... So, it might be a bug, or it could just be my ignorance.

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Post by Z-Man »

Some more:

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[16] [fe]belenus: BUG
[16] [fe]belenus: hole was smaller and i got through
I'd need a clientside recording for such a beast, I'm afraid; playing back the serverside recording probably only gives the result "the server says it was OK."

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[16] [fe]belenus: BUG[16] [fe]belenus: BUG: drive through my own wall at a corner...
I'm just now playing this back, was it after a rubber helped real 180?

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[3] Gnorty: BUG! Through the gold wall??
Playing this back as well.

Immediate edit: of course, both incidends are at the rear end of teir respective recording and playback does not get that far :evil:

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[6] joda.bot: BUG client side deadlock ... (no recording)
Sorry, nothing I can do then.

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[12] ManOnFire: BUG behaviour on my own trail is DIFFERENT than on any other person's trail
Yes, I'm thinking about changing it as an option: if you're stopped by rubber, your trail would continue to receed.

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[0] madmax core dumped wrtlprnft |mbc| for 2 points.
[0] madmax core dumped Player 1 for 2 points.
[5] wrtlprnft |mbc|: wt
[5] wrtlprnft |mbc|: f
[2] CrAy SuPeRcOm: wtf
[5] wrtlprnft |mbc|: BUG
[3] Player 1: omg
[5] wrtlprnft |mbc|: we died at the same time, but there was only one wall
[2] CrAy SuPeRcOm: guess the explosion killed you
Heh, the explosion takes a simulation frame or two to cut a hole in the wall and is expanding with a finite speed. Yes, if two players crash the same wall close together, both die. So Cray's explanation is not really correct, but makes this sort of plausible.

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[16] wrtlprnft |mbc|: BUG my client offers me to join team blue...
[16] wrtlprnft |mbc|: but wrtlprnft |mbc| wants to go on gold
The client is hopelessly uninformed about the real team change possibilities, I'll just disable clientside checks.

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[0] wrtlprnft |mbc| renamed to ghableska.
[5] wrtlprnft |mbc| entered the game.
[5] wrtlprnft |mbc| plays for Team blue.
[0] ghableska renamed to wrtlprnft |mbc|2.
[0] wrtlprnft |mbc| renamed to ghableska.
[5] ghableska: BUG
[0] wrtlprnft |mbc|2 renamed to wrtlprnft |mbc|.
[5] ghableska: wrtl is called wrtlprnft 2 on the screen but wrtlprnft with tab
I'm confused :) I assume everything went back to normal the next round? It appears that the client does some name stuff on its own, for example if you rename, your new name already appears in the score table. I'll check on it.

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[4] Gnorty: BUG!! I KEEP GOING THROUGH WALLS IF THEY ARE DOUBLE
[4] Gnorty: BUG I WOULDNT MIND< BUT IT NEVER WORKS ON SINGLE WALLS!
Is this refering to the previous round? The call was made quite at the beginning of a round. This one does play back, and attached is a debug plot of the round before the cry. The red lines are other player movements, the green lines are yours, and the blue crosses are your turn positions. I don't see anything like goning through walls here. The debug plot doesn't show receeding walls or blown holes, so crossings usually are not bugs.
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Gnorty debug plot
Gnorty debug plot
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Post by belenus »

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[16] [fe]belenus: BUG
[16] [fe]belenus: hole was smaller and i got through
I'd need a clientside recording for such a beast, I'm afraid; playing back the serverside recording probably only gives the result "the server says it was OK."
Sorry, got no recording, if I remember right, it showed the hole like this where I am the X.

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---wall--------| hole |X---wall---
I got through but instantly killed me because I 180 back and crashed into the wall where actually I wanted to 180 back because i wouldn't fit through.

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[16] [fe]belenus: BUG[16] [fe]belenus: BUG: drive through my own wall at a corner...
I'm just now playing this back, was it after a rubber helped real 180?
I did something like this, not exactly sure tho:

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      <-----<-
----->--->---|---->-
             |     |
             ---<---
or this:

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            <-----<-
----->--->-------->|
             --->--|
             |     |
             ---<---
Didn't survive long after that either because I crashed into the wall because I didn't notice me changing the sides of the wall.
In the drawing above, I wanted to turn south, but there was a wall so I crashed.
- bel

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Post by Z-Man »

Looks like the wall you passed through where already "finished" and it *should* have been impossible to get through them, even with the current not fully topologically correct code. Too bad the recording is broken :( Please keep shouting when it happens again.

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Post by wrtlprnft »

For the hole bug: I sometimes see holes appearing incompletely and then getting bigger after a few 10ths of a second. From what I remember from these rare moments the hole first expanded into one direction and the other came later...
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Post by Z-Man »

Yes, that happens when the wall being hit is just building up; the client can't destroy a wall that's not yet there, and with prediction disabled, there is a short discrepancy between server and client until the server sends the real data.

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[7] Your_mom: BUG wall phasing
Where? When? Who? A debug plot showed nothig immediately obvious.

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[2] [fe]belenus: well, BUG getting 10 points for winning is a bug
Right, the code was intended for non-team servers where it is stupid to keep a separate team and player score. It now checks wheter teams are allowed, not whether the team getting the points currently consists of just one player.

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[5] WalkerTexsRangr: LTTRS DONT WOR NO MOR
[5] WalkerTexsRangr: IM SRIOUS
[5] WalkerTexsRangr: RBUG LTTRS  FUCD
[5] WalkerTexsRangr: phew!
[5] WalkerTexsRangr: BUG sometimes when i'm chatting letters just disappear
That, if it's not a prank, would be a client bug and I'd need a clientside recording.

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[10] DormFormal2nite: i figured out the bug with full screen mode!
[10] DormFormal2nite: BUG changing to windowed mode makes the window go higher and higher
[10] DormFormal2nite: BUG the more I change to windowed mode and back, the higher the windowed mode gets
Client bug, but recording useless as it is probably OS dependent.

The last two players are unknown to me, if you see Dorm, could you ask him what AA version on what OS and, if OS=Unix, what version of SDL he is using?

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