bugGlobulation 2 - Bugs: bug #16803, Repeated desync

 
 

bug #16803: Repeated desync

Submitted by:  Matthew Marshall <mmarshall>
Submitted on:  Sat 10 Jun 2006 12:27:13 AM UTC  
Votes:  100  
 
Severity: 3 - NormalStatus: Invalid
Assigned to: NoneOpen/Closed: Closed
Release: NoneOperating System: None

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Mon 18 Sep 2006 10:13:27 PM UTC, comment #5:

Since the problem is due to a weak wifi connection and not really a glob2 bug I closed out this bug.

Kevin Clement <donkyhotay>
Project Member
Tue 08 Aug 2006 04:09:17 PM UTC, comment #4:

We found the problem.... as mentioned in the ML it has to do with dropped network packets. When we play over a weak wifi connection, it continually crashes. When we play over ethernet or a strong wifi connection, we don't have a problem.

MWM

Anonymous
Mon 07 Aug 2006 02:38:32 PM UTC, comment #3:

i don't know anything about programming, but maybe it's not a problem of architecture but frequency of CPU clock???

Anonymous
Wed 14 Jun 2006 12:03:16 AM UTC, comment #2:

Ok, so the idea of 'only happens on upgrading buildings' seems to be incorrect. We spent some time trying to debug it today and twice had it happen without building/upgrading. Once it happened within 2 seconds into the game.

It is starting to appear to be dependant on the processor. I am on an AMD64, while Joey is on a P4. It always crashes on Joey's computer, never on mine. I just tried it out with two instances on my own computer, and played most of a game without it crashing.

So... it might be something to do with the different architectures. I have access to a P3 machine that I might try it with.

MWM

Matthew Marshall <mmarshall>
Mon 12 Jun 2006 03:05:16 PM UTC, comment #1:

Some things I forgot to mention... we were both using alpha 19 with a slightly hacked SDL_ttf.c to work with the latest freetype. Both on 32bit archlinux. No special compiler options.

If the logs would be useful, let me know. It's all too easy for us to reproduce.

I hope this can be resolved soon, it is really annoying on a LAN, and almost a show-stopper over the internet.

MWM

Matthew Marshall <mmarshall>
Sat 10 Jun 2006 12:27:13 AM UTC, original submission:

Joey and I were playing on our lan, and were repeatedly experiencing desyncs. It didn't matter who hosted, but Joey always had a crash, while I always had a 'Waiting for joey' and 'joey has been disconnected.' It seems to only happen after one of us builds/upgrades a building. We can always reload the Autosave and continue playing.

Here is some of the last output on joey's terminal:
ba-f- global gradient to building bgid=0@(124, 47) failed! p=(114, 63)
ba-f- global gradient to building bgid=9@(127, 64) failed! p=(114, 63)
World desynchronisation at executeUStep 4776.
player 1 has a checkSum=0
player 0 has a checkSum=de19a927
Dump full game memory
glob2: NetGame.cpp:977: Order* NetGame::getOrder(int): Assertion `false' failed.
Aborted

MWM

Matthew Marshall <mmarshall>

 

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Attached Files
file #10154:  mmarshall.glob2.world-desynchronization.dump.txt.gz added by mmarshall (51KiB - application/x-gzip - mmarshall's desync dump (I don't know if this is any good or not, as it didn't crash for me.))
file #10153:  joey.glob2.world-desynchronization.dump.txt.gz added by mmarshall (147KiB - application/x-gzip - Joey's desync dump)

 

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Follow 6 latest changes.

Date Changed By Updated Field Previous Value => Replaced By
Mon 18 Sep 2006 10:13:27 PM UTCdonkyhotayStatusConfirmed=>Invalid
  Open/ClosedOpen=>Closed
Sat 15 Jul 2006 01:39:18 AM UTCgenixproStatusNone=>Confirmed
Mon 12 Jun 2006 03:05:16 PM UTCmmarshallCarbon-Copy-=>Added mmarshall
Sat 10 Jun 2006 12:29:01 AM UTCmmarshallAttached File-=>Added mmarshall.glob2.world-desynchronization.dump.txt.gz, #10154
Sat 10 Jun 2006 12:27:14 AM UTCmmarshallAttached File-=>Added joey.glob2.world-desynchronization.dump.txt.gz, #10153

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