Crazy

General Stuff about Armagetron, That doesn't belong anywhere else...
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Jonathan
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Crazy

Post by Jonathan »

Take a look at the ring server. :o
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Sabarai
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Post by Sabarai »

I only noticed it from outside, on the serverlist... It showed you 3 times and someone else 2 times, what's happening?
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Sabarai
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Post by Sabarai »

I went there, and I found out...

I made some screenshots, kinda funny :)
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Me winning of a LOT of Jonathans :P
Me winning of a LOT of Jonathans :P
Crap, what a hell load of Jonathans O.o
Crap, what a hell load of Jonathans O.o
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Jonathan
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Post by Jonathan »

Uh oh... I just crashed the server.. again, without knowing what crashed it... my apologies for whatever my client exploits by accident. :(
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Post by Lucifer »

Did all the cycles move in sync with one another?
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Jonathan
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Post by Jonathan »

Sometimes for some time after a round has started without being interrupted.
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Tank Program
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Post by Tank Program »

Wow... This can't be good...
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Z-Man
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Post by Z-Man »

Are you creating that many ePlayerNetIDs or is it some other bug you're exploiting here?
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Post by dlh »

z-man wrote:Are you creating that many ePlayerNetIDs or is it some other bug you're exploiting here?
Start 4 clients, and have 4 players client.
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Jonathan
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Post by Jonathan »

That didn't crash it. Adding extra viewports appears to crash some eWall code.
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Z-Man
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Post by Z-Man »

There's the maximal number of 4 views hardcoded in the eWall code. Did just the client crash or was the server affected, too?
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Jonathan
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Post by Jonathan »

z-man wrote:There's the maximal number of 4 views hardcoded in the eWall code.
I found it before I told you. It prevented client crashes. How are views related to walls? (too lazy to find out)
Did just the client crash or was the server affected, too?
I crashed the ring server twice. The hexatron server didn't crash when I attempted to kill my framerate with 16 views and bots.
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Z-Man
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Post by Z-Man »

Views are a bit of dead end concept; once, when there was only the internal camera, there was some sort of visibility test in place, and the view kept track of the visibility of the wall for the different players. Now, it's pretty much unused. It still links the viewport to the wall, though.

The Ring server was running 0.2.7.0 before you killed it, so I suppose it died on the old (and fixed) reference count overflow bug. You should restrict your testing to known test servers, I suppose crashing popular servers is not a good way to make friends :o
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Jonathan
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Post by Jonathan »

I know... but I didn't expect that adding views (to do it all in one client) could crash the server. But probably 16 views including bots are not such a good idea anyway.

What made it worse was that after I lost the connection I put it back on 1 view because I suspected that my 16-view code somehow did it. When the server was back up again I went in to look what actually happened, but the client reverted to old settings (CVS around 0.2.7.2.pre1 which my client is based on rereads config files when you enter a server?), crashing the server again. :(
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Post by Z-Man »

Jonathan wrote:CVS around 0.2.7.2.pre1 which my client is based on rereads config files when you enter a server?
Yep. This annoyance has been replaced in the meantime by something more sensible: only network settings are reverted to their defaults from the code.
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