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Starmade | cargo area - does not detect full state anymore
Closed, FinishedPublic

Description

Chests used to send a "false" to adjacent "activators" when full
Also a "true" when entering not full state.

This does not happen any more.

Details

Commits
Restricted Diffusion Commit
Task Type
Bug
Testing Results
Affected Gamemode(s)
Multiplayer
Reproducible
Yes
Last tested (version)
0.1905
Category
Engine
First occurrence (version)
0.1905
Hardware/Software/System
OS-Specific
No
Hardware-Specific
No
Video Card Vendor
uncertain

Event Timeline

AndyP updated the task description. (Show Details)Nov 29 2015, 1:55 PM
AndyP added a project: Issue Navigation.
AndyP shifted this object from the S1 Public space to the S3 Starmade space.
AndyP changed the visibility from "Custom Policy" to "Public (No Login Required)".
AndyP changed the edit policy from "Task Author" to "Starmade (Project)".
AndyP changed Category from none/unspecified to Engine.
AndyP changed Affected Gamemode(s) from none/unspecified to Multiplayer.
AndyP changed Reproducible from uncertain to Yes.
AndyP set Last tested (version) to 0.1905.
AndyP edited Serverconfig (server.cfg). (Show Details)
AndyP edited Clientconfig (settings.cfg). (Show Details)
AndyP moved this task from New / Unconfirmed to Confirmed on the Issue Navigation board.
AndyP added a subscriber: AndyP.
AndyP created this task.
AndyP raised the priority of this task from to Pre-Release Quality Assurance.
AndyP changed the task status from Open to In Queue (Game).Nov 29 2015, 1:55 PM

-Confirmed-

Restricted Application edited projects, added Game Development, Starmade; removed Issue Navigation. · View Herald TranscriptNov 29 2015, 1:55 PM
AndyP claimed this task.Nov 29 2015, 1:56 PM
schema added a commit: Restricted Diffusion Commit.Nov 30 2015, 3:55 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 TranscriptNov 30 2015, 3:55 PM

Doesn't look like it is fixed.

AndyP changed the task status from Resolved to In Queue (Game).Dec 3 2015, 2:48 PM

-QA Testing-

Not fixed, still not showing full state.

Restricted Application edited projects, added Game Development; removed Quality Assurance. · View Herald TranscriptDec 3 2015, 2:48 PM
lancake updated the task description. (Show Details)Dec 3 2015, 4:23 PM
lancake set Task Type to Bug.
lancake set First occurrence (version) to 0.1905.
lancake set OS-Specific to No.
lancake set Hardware-Specific to No.
lancake set Video Card Vendor to uncertain.
lancake renamed this task from cargo area - does not detect full state anymore to chests don't output false signal when manually filled to capacity.
lancake changed the task status from In Queue (Game) to Open.
lancake lowered the priority of this task from Pre-Release Quality Assurance to Low.
Restricted Application edited projects, added Issue Navigation; removed Game Development. · View Herald TranscriptDec 3 2015, 4:23 PM
lancake updated the task description. (Show Details)
AndyP updated the task description. (Show Details)Dec 3 2015, 9:21 PM
AndyP renamed this task from chests don't output false signal when manually filled to capacity to cargo area - does not detect full state anymore.
AndyP changed the task status from Open to In Queue (Game).Dec 3 2015, 9:26 PM
AndyP raised the priority of this task from Low to Pre-Release Quality Assurance.
Restricted Application edited projects, added Game Development; removed Issue Navigation. · View Herald TranscriptDec 3 2015, 9:26 PM
AndyP added a comment.EditedDec 3 2015, 9:34 PM

-QA Testing-

New feature broke existing mechanic -> Prio= pre release QA.

Not fixed.
Chest cant hit full anymore the usual way by exact numbers.

Example:

chest is pulling display modules, 1 per tick and cannot add any more of them.
We cannot expect to ever get a 100% (floating point?) match on the load.

It should either:

a)

  • throw the full state whenever it did not complete a pull request due to space limitations (items available to pull >0, pulled in tick = 0)
  • reset the full state on a completed pull cycle (pulling >0 items)

or b)

  • throw the full state on a fixed cargo limit, like 90%

or c)

  • throw the full state whenever there is less than one space for the biggest item in config.

Presumably a) is the most practical solution, that covers almost every blockconfig, storage config.

AndyP added a comment.Dec 3 2015, 9:38 PM

Also adding T938 as separate bug report.

Gate update on manual interaction DID work for quite a while.

inventories will now send to connected activation/OR-blocks instead of adjacent
also the signal for full will be sent if a pull could not be done
and the signal for "ok" will be sent on pull otherwise

AndyP closed this task as Closed.Dec 5 2015, 1:22 AM
Restricted Application removed a project: Game Development. · View Herald TranscriptDec 5 2015, 1:22 AM
AndyP added a comment.EditedDec 5 2015, 1:35 AM

-QA Testing-

Fix confirmed:

New intended behavior:
Send a false to linked activators (link from chest, to activator) on every tick when:

  • a pull could not be filled AND
  • there were items to pull present

Send a true to linked activators (link from chest, to activator) on every tick when:

  • a pull could be filled OR
  • there were no items to pull present

Notes:

  • this way the "false" is only sent when the cargo space really prevents the chest from doing its job to pull stuff. If there is nothing to do, there is no reason to alert a "full state"
  • empty source chest, disables full detection,
  • NO connected chest to pull from, also makes the test always succeed and send a "true"
AndyP removed a subscriber: AndyP.Dec 13 2016, 8:34 PM
Restricted Application added a project: Engine. · View Herald TranscriptMar 10 2017, 6:21 PM