Page MenuHomeSchine - Phabricator

Starmade | 'Logic Bomb' detection is triggered by 'light switches' and door/forcefield activation by default
Closed, RejectedPublic

Description

Currently, activators hooked up to large numbers of doors and force fields will trigger the 'potential logic bomb' warning and freeze logic execution on their entity. I assume this to be a bug, as these sorts of switches do don't induce a sustained load on the server like a real 'logic bomb' probably would and hence non-abusive use of these should not be punished.

(perhaps logic 'endpoints' that do not transmit signals, like lights, beacons, doors/forcefields, and so on shouldn't trigger the effect unless switched repeatedly?)

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Category
Logic Gates
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain

Event Timeline

Ithirahad created this task.May 5 2017, 3:22 PM
Ithirahad edited Serverconfig (server.cfg). (Show Details)
Ithirahad edited Clientconfig (settings.cfg). (Show Details)
Ithirahad edited Serverconfig (server.cfg). (Show Details)
AndyP shifted this object from the S1 Public space to the S3 Starmade space.May 5 2017, 9:19 PM
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "Starmade (Project)".
AndyP edited Serverconfig (server.cfg). (Show Details)
AndyP claimed this task.
AndyP changed the task status from Open to Feedback.

Well, the defaults are:

MAX_LOGIC_SIGNAL_QUEUE_PER_OBJECT = 250000 //max logic trace queue allowed
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_WARN = 10000 //warn about objects that activate more than x blocks at once
MAX_LOGIC_ACTIVATIONS_AT_ONCE_PER_OBJECT_STOP = 50000 //stop logic of objects that activate more than x blocks at once. They will enter a logic cooldown of 10 seconds to prevent servers from overloading

I tested them on our logic heavy homebase, and they did not trigger,
however, seen a few ships with circular logic relations that did trigger it.
Are you sure its NOT just a single activator triggering more than 50000 blocks at once?

Restricted Application added a project: Waiting on Author. · View Herald TranscriptMay 5 2017, 9:22 PM
Ithirahad added a comment.EditedMay 10 2017, 5:24 PM

It is a single activator triggering a large number of forcefield and forcefield wedge blocks distributed across several chunks, likely more than 50000. But this, alone, should not qualify as a 'logic bomb.' It doesn't alternate or repeat automatically to produce a sustained load on the server. Essentially, this 'feature' is just punishing large-scale implementation of the logic system that does not produce a noticeable effect on servers, which I can't imagine is an intended result. (therefore, bug.)

Restricted Application edited projects, added Customer responded; removed Waiting on Author. · View Herald TranscriptMay 10 2017, 5:24 PM
Restricted Application changed the task status from Feedback to Open. · View Herald Transcript

It is a single activator triggering a large number of forcefield and forcefield wedge blocks distributed across several chunks, likely more than 50000. But this, alone, should not qualify as a 'logic bomb.' It doesn't alternate or repeat automatically to produce a sustained load on the server. Essentially, this 'feature' is just punishing large-scale implementation of the logic system that does not produce a noticeable effect on servers, which I can't imagine is an intended result. (therefore, bug.)

The warn and stop values are a bit too low. Yet activating/de-activating a large amount of blocks can cause lag. A logic bomb is an exaggerated version so in that regard we should just rename it to "activation lag". And opening/closing a large amount of doors at once does produce a noticeable effect on servers, just like ramming a giant ship with turrets into another giant ship with turrets will leave its mark.

Not a bug, just that the values are a bit too sensitive. And additional option to disable this check would be nice too although you can just put these values extremely high and you'll never notice it. It's a config option for a reason so you can tweak it if needed.

lancake closed this task as Rejected.May 23 2017, 12:16 PM
Restricted Application edited projects, added Logic; removed Customer responded, Issue Navigation. · View Herald TranscriptMay 23 2017, 12:16 PM
AndyP moved this task from Unclassed to Archived on the Starmade board.Jul 20 2017, 10:42 PM