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Starmade | fleets get stuck with old orders (sometimes until they are unloaded?)
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Description

This one is a bit hard to track down but in some cases, giving a new order won't be obeyed and the fleet will keep doing what it was told before that.
I'm 100% sure this only happens when they're loaded. An unloaded fleet seems to obey multiple move orders just fine.

Details

Commits
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
uncertain
Last tested (version)
0.197.46
Category
Fleets
First occurrence (version)
0.19618 (Dev)
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Steps to reproduce

1st test:

  1. issue move order
  2. press idle

-> doesn't go back to idle

2nd test:

  1. issue attack order
  2. issue formation order
  3. press idle

-> goes back to "move" with sector coordinates of the attack order

Tester information (Internal use only)

A move order is still persistent.

If you issue a "move"/"attack"/"defend" order to a certain sector, and interrupt that with any other order like "formation sentry". It will still remember that move order.
After you set it back to "idle", it will set itself to that old "move" order again. If it was an old "attack"/"defend" order it changes to a "move" order too

Serverconfig (server.cfg)
<replace this line with the file content>
Clientconfig (settings.cfg)
<replace this line with the file content>

Event Timeline

lancake updated the task description. (Show Details)Feb 26 2016, 5:04 PM
lancake shifted this object from the S1 Public space to the S3 Starmade space.
lancake changed the visibility from "Custom Policy" to "Public (No Login Required)".
lancake changed the edit policy from "Task Author" to "Starmade (Project)".
lancake changed Category from none/unspecified to Fleets.
lancake set First occurrence (version) to 0.19563 (Dev).
lancake edited Serverconfig (server.cfg). (Show Details)
lancake edited Clientconfig (settings.cfg). (Show Details)
lancake changed Affected Gamemode(s) from none/unspecified to Multiplayer.
lancake set Last tested (version) to 0.19563 (Dev).
lancake edited Steps to reproduce. (Show Details)
lancake added a subscriber: lancake.
lancake created this task.
lancake raised the priority of this task from to Pre-Release Quality Assurance.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptFeb 26 2016, 5:04 PM
Restricted Application added a subscriber: AndyP. · View Herald Transcript
lancake set Task Type to Bug.Feb 26 2016, 8:59 PM
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
lancake set Reproducible to uncertain.
lancake edited Steps to reproduce. (Show Details)
lancake renamed this task from fleets get stuck with old orders until they are unloaded to fleets get stuck with old orders (sometimes until they are unloaded?).Feb 26 2016, 9:02 PM

-Confirmed-

Could reproduce it consistently now. See How to reproduce

lancake changed the task status from Open to In Queue (Game).
Restricted Application edited projects, added Starmade, Game Development; removed Issue Navigation. · View Herald TranscriptFeb 26 2016, 9:03 PM
schema added a subscriber: schema.Feb 27 2016, 12:27 AM
schema changed the task status from In Queue (Game) to Resolved.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptFeb 27 2016, 12:27 AM
Restricted Application added a subscriber: Megacrafter127. · View Herald Transcript
lancake changed the task status from Resolved to In Queue (Game).Feb 27 2016, 3:06 PM

-QA Testing-

  • Switching to idle mode doesn't work when they're busy moving/attacking/defending/...

If you put a moving fleet in formation_sentry mode, they'll go in that mode and sit still. Switching to Idle does do something but instead of sitting still in idle, they'll go back to follow their move order.
So switching to idle just makes them continue their last move/attack/defend order if that was interrupted.

  • Switching move orders to a new move/attack/defend order only applies after they've been unloaded, otherwise they'll follow their old order.

There might be more stuff but that's what I've noticed so far.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptFeb 27 2016, 3:06 PM
lancake changed Last tested (version) from 0.19563 (Dev) to 0.19564 (Dev).Feb 27 2016, 3:06 PM
lancake edited Tester information (Internal use only). (Show Details)
lancake edited Tester information (Internal use only). (Show Details)
lancake changed the task status from In Queue (Game) to Resolved.Feb 27 2016, 7:35 PM

didn't mean to move it, should show different behavior in 0.19565

Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptFeb 27 2016, 7:35 PM
lancake claimed this task.Feb 27 2016, 7:36 PM

I was trying out the move fleet command while I was aligned to, and inside my ship. I was about to create a bug report, but then I found this ticket.

Version 19592 (current version)

  • I'm not able to cancel the move order with the idle order.
  • Flipping from move order, to formation sentry, then to idle will make it continue the move order.
  • With a group of 3 ships... Interrupting a move order with another move order, to go back to where they started, sometimes causes the ships to get stuck in a zig zag loop. But it doesn't always happen.
  • Sometimes the ship take a path that's not quite a strait line, like it's avoiding certain areas, but as far as I can tell, there is nothing in its way.
kdog31 added a subscriber: kdog31.Mar 12 2016, 11:52 AM

Can confirm a successful reproduce on 0.19592 on Mac OS X 10.11.2, also affecting single payer.

-QA Testing-

Only the first 2 things Kingofanime mentioned are relevant to this task.

Both of them happen but caused by the same issue, a move order is persistent, any other order only replaces it till that order is done (or you set it to idle). Then it gets set to that move order again to finish it.

lancake edited Tester information (Internal use only). (Show Details)Mar 20 2016, 12:28 AM
lancake edited Steps to reproduce. (Show Details)Mar 20 2016, 12:58 AM
lancake changed the task status from Resolved to In Queue (Game).
Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptMar 20 2016, 12:58 AM
schema changed the task status from In Queue (Game) to Resolved.Mar 20 2016, 1:07 AM
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptMar 20 2016, 1:07 AM
lancake changed the task status from Resolved to In Queue (Game).Mar 20 2016, 2:51 AM

-QA Testing-

Same behaviour as before.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptMar 20 2016, 2:51 AM
lancake changed First occurrence (version) from 0.19563 (Dev) to 0.19618 (Dev).Mar 20 2016, 2:51 AM
schema added a commit: Restricted Diffusion Commit.Apr 8 2016, 5:09 PM
schema changed the task status from In Queue (Game) to Resolved by committing Restricted Diffusion Commit.
Restricted Application edited projects, added Quality Assurance; removed Game Development. · View Herald TranscriptApr 8 2016, 5:09 PM

Since today's official patch (v0.197.36) came out, I'm no longer seeing any problems with persistent move orders.

AndyP added a comment.Apr 9 2016, 2:11 PM

Should be correct.
The issue status was set to resolved before release, but as we did not have the time to properly test this, we did not put it to closed yet. =)

lancake closed this task as Closed.Apr 23 2016, 5:16 PM

-QA Testing-

Fix confirmed.

Restricted Application removed a project: Quality Assurance. · View Herald TranscriptApr 23 2016, 5:16 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript
lancake changed Last tested (version) from 0.19564 (Dev) to 0.197.46.Apr 23 2016, 5:16 PM
Restricted Application added a project: Fleets. · View Herald TranscriptMar 10 2017, 6:17 PM