Multi Player bugs and crashes - After the 24th of October 2015

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Please report all multi-player bugs and crashes from the 24th of October 2015 (release v36 = SVN Revision 8790)

When posting a an OOS, a bug or a crash please include
The version of C2C you are using;

The logs from all computers (especially the OoS log in the BtS exe folder and the random log in the normal Civ Logs folder).

Important changes that you need to make for multiplayer games

In Assets\XML\A_New_Dawn_GlobalDefines.xml, the following tags should be adjusted to show as:
Code:
	<Define>
		<DefineName>USE_MULTIPLE_THREADS_SPAWNING</DefineName>
		<bDefineBoolVal>0</bDefineBoolVal>
	</Define>
	<Define>
		<DefineName>USE_MULTIPLE_THREADS_PROPERTY_SOLVER</DefineName>
		<bDefineBoolVal>0</bDefineBoolVal>
	</Define>
and
Code:
	<Define>
		<DefineName>NUM_CITY_PIPELINE_THREADS</DefineName>
		<iDefineIntVal>1</iDefineIntVal>
	</Define>
To run an MP game without many OOS errors. Multithreading causes problems for MP play. However, Alberts2 was saying a while back he was doing something to get the game to automatically switch multi-threading off in an MP environment - some of these may be safe to leave at default. But I recently discovered that the property solver one is still an issue if its on.

I've also solved a combat based OOS and will be committing that solution shortly.

I've found one that has to do with what I think is an event that awards somewhere around 2k gold potentially. Something about how the event played out caused an OOS but its very rare.

The matter discussed above about the wonder building has to do with trying to build the same wonder as your team mate so if you communicate what wonders are being built you can avoid that problem.

The naming issue is in all OOS reports and appears to be a safe local difference on both systems.​
 
ok I was thinking of starting one with my wife today. So ill post any reports here. I made the xml adjustments on both pc's. Looks like you could use someone testing this anyways :) SVN 9199 here we go...


Update 1: My wife and I played 206 turns today in Direct IP Connect. So far NO OOS so thats great. However we stayed connected the whole time. We have not yet tested the first reload.

Bugs or observations to note: NO wonder popups or tech popups. Not sure if its a setting we have or something different. But the main thing I care about is that game is working so far for 3 or 4 hours. Will try again tomorrow.

Update 2: working good still at 250 turns. So far so good. Happy news and or lucky so far.

Update 3. Game still going strong. There are 3 things I notice. popups dont come up for tech (but the audio does), No combat animations, popups dont come up for wonders.... these things worked in hotseat last I knew but not in direct connect. And yes we have our settings to enable these things. I am glad the game is still going with 0 OOS errors thus far.
 
Which version should I use to test MP? I've been playing the Massive Humans MP game on the multiplayer subforum but there they use a specific C2C MP mod which is the one I've been using to play.

I really wish to play a Direct IP game of C2C, but so far OOS have been nuisance (starting from around turn 30)
 
Find and read some of the previous MP threads. Not much has changed this version to the tricks that should be employed to avoid OOS errors but I cannot confirm if there are new and unaddressed OOS errors or not and this is one of the toughest things to debug. I can't see getting to it soon.

You asked about any other methods to play MP and hotseat would work to avoid OOS errors entirely.
 
Here's an odd bug report... it's that we don't have any I've found so far. A cumulative of about 7 hrs of play on multiplayer has yet to produce a single OOS. I think whatever OOS error we had in withdrawal seems gone (I found a few potential cause spots recently and just took the standard precautions - looks like it worked.) Probably deeper into the game we'll find some but I'm amazed at the lack of them so far.

AND, the game has been a blast! The wild is a lot of fun right now.
 
I'm running SVN 9328 v36 Crime patch and have never had to report a bug before. Not sure what should be included for logs, but can't seem yo get a multiplayer Hotseat game working since I started using the SVN. I have since tried the official patched v36 Crime patch and even earlier SVN versions and am getting the same errors now:
Assert Failed

File: CvGlobals.cpp
Line: 5471
SVN-Rev: 9328
Expression: stricmp(szType, "NONE")==0 || strcmp(szType, "")==0
Message: info type 'ART_DEF_UNIT_TAMED_ELEPHANT' not found, Current XML file is: xml\Units\zAnimals_Tamed_CIV4UnitInfos.xml

Assert Failed

File: CvArtFileMgr.cpp
Line: 100
SVN-Rev: 9328
Expression: false
Message: ArtInfo: 'ART_DEF_UNIT_TAMED_ELEPHANT' was not found

The strange part is these errors with art only happen with a multiplayer Hotseat game. Single player works fine. Is there something easy I am missing.
 
Possible the problem is there but not encountered in your other games. No cause for that to be a problem in multi rather than single. But it's something to look into.
 
The strange thing is it happens right away when starting every game before it generates the map in hotseat but I have never seen it in single player. I thought I might have corrupted my install but it happens with 2 installs and across computers as well. I am going to try a virgin install with v36 crime patch on a new computer and see if it still has these issues.
 
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