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Starmade | Wireless logic and clocks of a blueprint saved from server to local folder not working
Confirmed task for development, HighPublic

Description

The shown station is admin loaded from the Server Blueprint "TradeGuild_2_0" and working each time i tried to load them. Working both on the Testserver and my local Singleplayer.
The marked effects are not starting when i use the server to the local folder saved blueprint "TradeGuild_2_0a" on my Singleplayer. no spinning and walking lights there.

Difference in files .. loacal ones smaller ?


Provided Zip with both Blueprints

Details

Task Type
Bug
Testing Results
Affected Gamemode(s)
Single and Multi
Reproducible
Yes
Last tested (version)
0.19352 (Dev)
Category
Logic Gates
First occurrence (version)
0.19282
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain
User/Reporter/Contact
URL to Starmadedock thread
http://starmadedock.net/threads/all-wireless-logic-dont-save.7875/

Event Timeline

SmilingDemon changed Category from none/unspecified to Engine.
SmilingDemon changed Affected Gamemode(s) from none/unspecified to Single and Multi.
SmilingDemon set First occurrence (version) to 0.19282.
SmilingDemon changed Reproducible from uncertain to Yes.
SmilingDemon set Last tested (version) to 0.19289 (Dev).
SmilingDemon edited a custom field.
SmilingDemon edited Serverconfig (server.cfg). (Show Details)
SmilingDemon edited Clientconfig (settings.cfg). (Show Details)
SmilingDemon added a subscriber: SmilingDemon.
SmilingDemon created this task.
SmilingDemon raised the priority of this task from to High.
SmilingDemon updated the task description. (Show Details)Jun 21 2015, 3:43 PM
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.
AndyP changed the edit policy from "All Users" to "Starmade (Project)".
AndyP added a subscriber: AndyP.

Validated

AndyP added a parent task: Unknown Object (Maniphest Task).Jun 30 2015, 4:26 PM

so, looks like its more complex.

Interesting thead on SMD about this: All wireless logic don't save
This may be the final trail why we werent properly able to reproduce this.

Relevant quotes:

Harbinger_OF_Cthulhu

I now include a mandatory "Service" area outside the RP area where all the logic can be found and easily accessed. This is because of all the bugs with logic in general especially the wireless connectors. Which seem to lose their connection every time a sector despawns that has the ship in it (ie when a player logs out and the sector goes inactive).

shilandra

I can confirm this 100%... Now It's not the BP (It was fixed on 0.19320), wireless links dissapear as soon as the ship is left on an inactive sector, which makes a pain to have multiple single-role ships. As soon as you travel a bit to do whatever with one, when you return you have to manually relink all wireless blocks by hand on the other.
P.S.: I wish to highlight that in my SP game, BP wireless work, and when I finish a session while on a ship (ie I shutdown client+server), when I start the game the next time, wireless links work correctly on it. The bug seems to be affecting only the "unloading" process when a sector (and its contents) are released from memory after the innactivity timer goes off.

AndyP set URL to Starmadedock thread to http://starmadedock.net/threads/all-wireless-logic-dont-save.7875/.Jul 12 2015, 12:16 PM
AndyP added a parent task: Unknown Object (Maniphest Task).Jul 15 2015, 2:11 PM
Gamel added a subscriber: Gamel.Jul 16 2015, 5:28 PM
cat19 added a subscriber: cat19.Jul 28 2015, 4:16 AM
cat19 claimed this task.Jul 28 2015, 4:20 AM
cat19 added a comment.Jul 29 2015, 7:02 PM

Still working at this. This my first tracker so I apologize that it's taking awhile.

cat19 changed Last tested (version) from 0.19289 (Dev) to 0.19352 (Dev).Jul 30 2015, 2:41 AM
Megacrafter127 changed the task status from Open to In Queue (Game).
Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptJul 30 2015, 3:44 AM
AndyP shifted this object from the S1 Public space to the S3 Starmade space.Aug 11 2015, 11:15 PM
AndyP changed the edit policy from "Starmade (Project)" to "All Users".
AndyP added a comment.EditedSep 28 2015, 12:06 PM

Okay, tested this in some details again over the last few days, and used the need to move our huge station to the twitchcon server to examine wireless links and blueprinted stations on their transit between servers.

So it looks like the difference is mostly in the direction the link is made.

A huge impact on seeing this problem, especially on large stations is: T193
as you have to wait a long time before all gates work properly the way they should.
Example for our base: 3800 logic gates need 10-12 minutes to become operational from initial loading.

If you pass this delay, the following will occur:

  • Wireless link Parent -> Dock

is stored and restored on reload.
However, not in all cases, does not seem to work for all entities.
On our station, it worked for one single entity.

  • Wireless link Dock -> Parent

is not transferred. (As I see they get stored and restored once reconnected on the server, its not really clear, if the blueprint just does not store it, or if the reload process does not work with them.)

Also,

  • all clocks will loose their "update packets"

circling around.
This means, any logic-only clock will stop working/pulsing,
However rotating stuff on a dock, usually seems to work without any flaws.

Example:


The rotating reactors started working without any problems.
However the clocks on them, did not work, they were enabled, but did not start ticking.

On a station I could not see any other problem occuring.

So as a reference I'll build a reference blueprint with different links and upload it.

AndyP added a comment.EditedSep 30 2015, 1:41 PM

Okay, done with testing.

Created a ship with docked ships and a station with ships docked, in each quadrant.

  • Ship with docked Ships
    • Blueprint on server
      • Link from parent to dock: Working
      • Link from dock to parent: Working
    • Blueprint multiplayer to local
      • Link from parent to dock: Working
      • Link from dock to parent: Working
    • Sector_Export
      • Link from parent to dock: Unlinked
      • Link from dock to parent: Unlinked
  • Station with docked Ships
    • Blueprint on server
      • Link from parent to dock: Working
      • Link from dock to parent: Unlinked
    • Blueprint multiplayer to local
      • Link from parent to dock: Working
      • Link from dock to parent: Unlinked
    • Sector_Export
      • Link from parent to dock: Unlinked
      • Link from dock to parent: Unlinked

Far away from core/origin of station marker, the links seem to break on any attempt to import/transport them.

However, once linked all links survive:

  • a server restart
  • load/unload

Wireless Test Ship (before linking):


Wireless Test Ship (after linking):
Wireless Test Station (before linking):
Wireless Test Station (after linking):

All together:

The before linking variants, are built without any links, so an "untouched" base is available to try linking with.

AndyP renamed this task from Logic of a blueprint saved from server to local folder not working to Wireless logic of a blueprint saved from server to local folder not working.Oct 1 2015, 3:27 PM
AndyP renamed this task from Wireless logic of a blueprint saved from server to local folder not working to Wireless logic and clocks of a blueprint saved from server to local folder not working.
AndyP changed the task status from In Queue (Game) to In Queue.Mar 10 2017, 5:15 PM
Restricted Application added a project: Engine. · View Herald TranscriptMar 10 2017, 5:15 PM
AndyP changed Category from Engine to Logic Gates.Mar 24 2017, 8:50 PM
AndyP edited Serverconfig (server.cfg). (Show Details)
AndyP edited Clientconfig (settings.cfg). (Show Details)
Restricted Application edited projects, added Logic; removed Engine. · View Herald TranscriptMar 24 2017, 8:50 PM
AndyP moved this task from Backlog / Unclassed to Alpha on the Logic board.Mar 24 2017, 8:50 PM
AndyP moved this task from Alpha to Beta on the Logic board.
AndyP edited projects, added Game Development (Beta); removed Game Development.