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...

Moderator: Z-Man

Post Reply
User avatar
ed
Match Winner
Posts: 613
Joined: Mon Feb 13, 2006 12:34 pm
Location: UK

Post by ed »

I'll have to use that one.
Will only work on players with English clients though.
gnorty
Core Dumper
Posts: 187
Joined: Wed Nov 02, 2005 2:45 am

Post by gnorty »

DOH!!!

kick and ban featherfcuk for his shenanigans!
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6712
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

gnorty wrote:shenanigans
That's a great word.
Image
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Code: Select all

[0] wrtlprnft |mbc| core dumped Lucifer for 30 points.
[0] wrtlprnft |mbc| was awarded 60 points for conquering Lucifer's base.
[2] Lucifer: BUG -
[2] Lucifer: rather, you might want to look at that plot anyway
[2] Lucifer: probably more walls from the future
Looks like regular client misprediction to me. The red dotted lines in the plot are old paths where the wall probably has receeded already. The purple crosses are where your client thought you would turn. Notice the one that I circled with red? That's a misprediction, caused by wrtl jumping into your way. The future wall code was not used here, but it may have been.
Attachments
debug plot
debug plot
luci_vs_wrtl.png (3.86 KiB) Viewed 3063 times
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Code: Select all

[0] CT~Voodoo committed suicide.
[4] sunnygirl: next round
[0] ~*SP*~Slash committed suicide.
[0] ~*SP*~joda.bot committed suicide.
[0] Ashitaka core dumped teammate root! Boo! No points for that!
[5] Kamakazi: soz slash
[14] ~*SP*~joda.bot: BUG teleport
If its about your death, none that I would see. You turned back to rush take over for the suicided defender (assumption) by grinding against the center's trail. You adjusted once against it, then decided to grind your own trail instead, then adjusted again against that. Which killed you, because the first adjust had all your rubber used up.

I'm looking at the team change thing, sounds interesting :)

Code: Select all

[0] doom core dumped Blaster for 2 points.
[0] Blaster core dumped teammate Fonkay! Boo! No points for that!
[12] Fonkay: ack
[15] Blaster: crap
[12] Fonkay: BUG?
[15] Blaster: sry
[12] Fonkay: bu, we shouldn't hae both died, i don't think
Blaster and Fonkay did the classic hook evasion into the wrong direction. Their death positions were abot 3 units apart from each other; that's less than the explosion radius, so usually, Blaster's explosion would have cleared Fonkay's way. Explosions expand with finite speed (they take .2 seconds to fully expand), though, and the deaths where .1 seconds apart, which wasn't enough.
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Code: Select all

[0] pavelo core dumped joda.bot for 2 points.
...
[1] CTDimbiman: cu
[1] received logout from 1.
[1] CTDimbiman left Team blue.
...
[14] joda.bot: bet I'll switch teams now ?
...
[0] joda.bot switches from Team gold to Team blue.
...
[14] ~*SP*~joda.bot: BUG/FEATURE server moved me to blue a few rounds back, but enemy display & msgs
[14] ~*SP*~joda.bot: changed earlier
The server vehemently denies sending you any of the messages for team blue before you actually switched. What triggered your team change is CTDimbiman leaving and you died earlier; The enemy/mates count the emenies/mates of thep player you're watching. You don't have a clientside recording of this by any chance?
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6712
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

Those plots are pretty cool.
Image
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

You can make your own; type
p sg_gnuplotDebug=true
in gdb or set DEBUG_GNUPLOT in the settings to 1. Then, each round, you get for every player some files where the coordinates of his moves are logged. on debug breakpoints, I usually do
cat -- *_step > all.step
to get a single file with all past cycle positions in them, fire up gnuplot and do
plot "all.step" with dots, "<player 1>_step" with lines, "<player 2>_step" with lines
to see what player 1 and 2 were up to.

No, it's not cool. It's the only way to get some usable information out of a server debug recording. You don't get hole positions or the ends of cycle trails. I'd love to be able to play back the server side recordings in a client some time.

Code: Select all

[0] §h4d0wHunt3r core dumped nemostultae for 2 points.
[9] nemostultae: what?
[9] nemostultae: you went through a wall
[1] §h4d0wHunt3r: cool
[1] §h4d0wHunt3r: ccooooolll
[9] nemostultae: BUG: shadowhunter went through a wall
No, sorry. Nemo was spiraling inwards (not really spiraling, he was on his first round, going straight at the back end of the fortress, grinding his own straight wall. shadowhunter simply squeezed through the tiny gap. Maybe he seemed to pass through the rear end of nemo's tail; the experimental feature that makes it shorter than visible on 0.2.8.1 clients is still active, although no longer announced. But whatever it was, it wasn't deeply illegal.
User avatar
Tank Program
Forum & Project Admin, PhD
Posts: 6712
Joined: Thu Dec 18, 2003 7:03 pm

Post by Tank Program »

Plotting debugs might be an application for http://electricpotential.net/drivemap/new/drivemap.php at some point. If I ever work out an interface...
Image
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Cool thingie. Maybe we can give the HUD map a good interface so it can be used to generate debug plot snapshots.

Code: Select all

[3] ~*SP*~joda.bot: BUG marker explain later
Err, what was that? Half a minute later, the recording refuses to play back...

The stupid imposter is coming from lots of different IP ranges. Which either means he has a botnet and uses it as UDP relay (worst case), that he has contracts with every ISP in the world, or that it's actually many idiots. Anyway, I'm slowly making names with numbers in them illegal. One ofter the other. I'm starting with 1 because that's whats most often abused. Zero is even more suited, but there is Pyr0TeK and I haven't seen it abused yet.
User avatar
wrtlprnft
Reverse Outside Corner Grinder
Posts: 1679
Joined: Wed Jan 04, 2006 4:42 am
Location: 0x08048000
Contact:

Post by wrtlprnft »

Right now pyr0tek and PyRoTeK are exactly the same name for arma...
There's no place like ::1
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Yes, but he's named Pyr<zero>TeK :)
User avatar
Jonathan
A Brave Victim
Posts: 3391
Joined: Thu Feb 03, 2005 12:50 am
Location: Not really lurking anymore

Post by Jonathan »

wrtlprnft wrote:Right now pyr0tek and PyRoTeK are exactly the same name for arma...
That is a zero.
User avatar
wrtlprnft
Reverse Outside Corner Grinder
Posts: 1679
Joined: Wed Jan 04, 2006 4:42 am
Location: 0x08048000
Contact:

Post by wrtlprnft »

ePlayer.cpp:

Code: Select all

4280         //map 0 to o because they look similar
4281        SetMap('0','o');
I know it's not optimal, but since for older tron versions a 0 looks exactly like an o it's ok i think.
There's no place like ::1
User avatar
Z-Man
God & Project Admin
Posts: 11736
Joined: Sun Jan 23, 2005 6:01 pm
Location: Cologne
Contact:

Post by Z-Man »

Code: Select all

[0] Lackadaisical committed suicide.
[0] Lackadaisical core dumped teammate yea! Boo! No points for that!
[8] yea: .
[0] ghableska committed suicide.
[12] Lackadaisical: huh?
[12] Lackadaisical: BUG!
[8] yea: no idea what happened there
[2] SuBlImInAl.FreQ: what happened
Subliminal, the center, tried to use his speed trick which doesn't work anymore. But it still causes artificial game logic lag that kills people colliding with his fresh trail without giving them a chance to use their rubber. Obviously, this is a very bad idea during fortress startup.
Post Reply