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Starmade | mass linking and unlinking results in odd behavior
Closed, DuplicatePublic

Description

To link thousand group of Salvage beams i connected them all together then linked them to the computer when i was removing the salvage beams i occured a bug. The salvage beam was deleted but the link was still there marked with a purple box.

And after pressing undo:

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
Yes
Last tested (version)
0.1955 (DEV)
Category
Control Block System: Systems
First occurrence (version)
19549
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
Video Card Model
hd 5450
Steps to reproduce
  1. set lot of salvage module sticks on a plate
  2. placed a salvage module as a cover over that to conect all the sticks
  3. connected all of that c-v to a Salvage contoll cpu
  4. used delete - undo - redo combinations to remove and replace and remove the connecting plate
  • it shows weird patterns of not linked blocks after that or block links without blocks
  • stays after relog
  • gets saved to blueprint
Tester information (Internal use only)

The effect described under steps to reproduce where done with

->

a sample of what happens

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

Event Timeline

Souvlaki updated the task description. (Show Details)Jan 27 2016, 7:13 PM
Souvlaki changed Category from none/unspecified to Control Block System: Systems.
Souvlaki set First occurrence (version) to 19549.
Souvlaki set Video Card Model to hd 5450.
Souvlaki edited Serverconfig (server.cfg). (Show Details)
Souvlaki edited Clientconfig (settings.cfg). (Show Details)
Souvlaki edited Steps to reproduce. (Show Details)
Souvlaki added a subscriber: Souvlaki.
Souvlaki created this task.
Restricted Application added a project: Issue Navigation. · View Herald TranscriptJan 27 2016, 7:13 PM
SmilingDemon shifted this object from the S1 Public space to the S3 Starmade space.Jan 27 2016, 8:04 PM
SmilingDemon changed the visibility from "Custom Policy" to "Public (No Login Required)".
SmilingDemon changed the edit policy from "Task Author" to "Starmade (Project)".
SmilingDemon set Task Type to Bug.
SmilingDemon set OS-Specific to No.
SmilingDemon set Hardware-Specific to No.
SmilingDemon set Video Card Vendor to uncertain.
SmilingDemon set Affected Gamemode(s) to none/unspecified.
SmilingDemon set Reproducible to uncertain.
SmilingDemon claimed this task.
SmilingDemon triaged this task as Normal priority.

is this happening in singleplayer or multiplayer ?

does it change when you wait for a while?

is it gone on restart ?

Multiplayer atm i don't know if it is in singleplayer too.
No it doesn't change if i waiting
No it's not gone on restart.

-Validated-
-Confirmed-

Weird stuff with redo and undo and linking happening

SmilingDemon changed Affected Gamemode(s) from none/unspecified to Multiplayer.Jan 28 2016, 7:31 PM
SmilingDemon changed Reproducible from uncertain to Yes.
SmilingDemon set Last tested (version) to 0.1955 (DEV).
SmilingDemon edited Steps to reproduce. (Show Details)
SmilingDemon edited Tester information (Internal use only). (Show Details)
SmilingDemon raised the priority of this task from Normal to High.
Restricted Application added a subscriber: AndyP. · View Herald TranscriptJan 28 2016, 7:31 PM
SmilingDemon changed the task status from Open to In Queue (Game).Jan 28 2016, 7:32 PM
Restricted Application edited projects, added Starmade, Game Development; removed Issue Navigation. · View Herald TranscriptJan 28 2016, 7:32 PM

This one might go away when http://phab.starma.de/T643 is fixed.

lancake added subscribers: Kimiro, lancake.
lancake renamed this task from Module Linking bug to mass linking and unlinking results in odd behavior.
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:06 PM
Restricted Application added a project: CBS: Systems. · View Herald TranscriptMar 10 2017, 5:06 PM
AndyP added a subscriber: schema.Mar 15 2017, 12:22 PM

Comment by @schema from similar issue:

hard to fix this one.
Method:

  1. structure waits to be fully loaded (and then an extra 30 sec)
  2. compare status of structure (block amount) with what amount the entity says is connected of every usable block
  3. should there be more connected than there are actual blocks of that type on a structure, a deep test is started
  4. deep test runs alongside in small steps to not impact any performance and checks connections block by block if the block still exists
  5. invalid connections are removed (this can take a little to take effect depending on ship size)

Merging task into the existing one - however existing one is covering an exploit with this, so not making the other one public until fixed.

AndyP closed this task as a duplicate of Unknown Object (Maniphest Task).Mar 15 2017, 12:22 PM
Restricted Application removed a project: Game Development. · View Herald TranscriptMar 15 2017, 12:22 PM
Restricted Application removed a subscriber: AndyP. · View Herald Transcript