The V28 Freeze

ls612

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As I've done for the past couple versions now, I'm making this thread so that we can keep track of things that need to be changed or fixed for the release of V28 during the Freeze. Here is what I can think of now for starters.


  • [*]Fix the heap corruption issue which is causing crashes (This one may not happen unless Koshling takes a look at it)
  • Fix the Outcomes issue (the one which is preventing Story Tellers et al from working properly).
    [*]There is a relatively nasty bug in the Generic Property System (not with an individual property code-wise) that Thunderbrd detailed here. Fixing that may be a good idea, but I don't know if AIAndy will have time to look at it.
    [*]SO has reported issues with units being duplicated in the build list and/or not being built.

I'll keep updating this post as things come up and/or get fixed.
 
As I've done for the past couple versions now, I'm making this thread so that we can keep track of things that need to be changed or fixed for the release of V28 during the Freeze. Here is what I can think of now for starters.

  • Fix the heap corruption issue which is causing crashes (This one may not happen unless Koshling takes a look at it)
  • Fix the Outcomes issue (the one which is preventing Story Tellers et al from working properly).
  • There is a relatively nasty bug in the Generic Property System (not with an individual property code-wise) that Thunderbrd detailed here. Fixing that may be a good idea, but I don't know if AIAndy will have time to look at it.

I'll keep updating this post as things come up and/or get fixed.
I might be able to look at that one, but I need a compact description of the issue (and your link does not seem to go to a real post).
 
Your guesses are probably not far off, TB.
The code that reads the properties from the savegame stream uses methods that consider that as a change of the properties and trigger that as an event on the game object which then checks if it should add or remove a property building. Since the levels at which the buildings are added is increased, it will attempt to remove some property buildings at a point when the savegame is not fully loaded which is bad.
So the right solution is to change CvProperties::read and CvProperties::readWrapper so they don't use setValueByProperty but instead just push the property/value pairs to the m_aiProperty vector.
 
Wow... more than anything, I'm mostly just impressed with myself that I understood every word of that pretty clearly and could envision what you meant! Cool!

So are you going to take care of that or do you want me to sew that up?
 
Wow... more than anything, I'm mostly just impressed with myself that I understood every word of that pretty clearly and could envision what you meant! Cool!

So are you going to take care of that or do you want me to sew that up?
I committed the fix now (not tested it though).
 
I committed the fix now (not tested it though).

Thanks bud!

There's also something I'm about to look into that is somewhat baffling me at the moment. The text displays for Property Manipulators on Promotions aren't compiling correctly and I'm also wondering if they are actually compiling correctly and affecting the game accurately as a result. I know this is all tied in to the Promotion Line display mechanism which is Koshling and I's territory but I'm kinda confused as to why its not functioning quite right on Property Manipulators and wonder if its something I don't understand about those in particular that's causing an issue. As I said, I'll be looking into it but if you have a moment to review the situation there and offer some insight at least, that'd rock! Thanks again for the above fix too.
 
From what i can see, i have a few problems with the current SVN from reading things that are going wrong:

1. I submitted a savedgame with units not appearing when built?? (Big issue).
2. Lately i read were the WB is causing errors/crashes.
3. Spartacus is STILL not working, i believe its because of the Preq that was given to him??
4. Workers are STILL going out and being captured/killed when they KNOW its too close to enemy units.

5. For some odd reason the Load time is 20-40 seconds slower, when v27 was released??
6. The "forward/backwards" city arrows for BUG are really starting again to T me off, causing CTD's.
7. Assassin's in screenie has 2 listed units??
8. AI is NOT what so ever using ship/transports to take settlers to other areas, other than the continent they are on to another continent???? (Major Issue)
9. (I will put more here, when i can think of them) so this will be an open post. . . SO)

EDITED:
 
As I've done for the past couple versions now, I'm making this thread so that we can keep track of things that need to be changed or fixed for the release of V28 during the Freeze. Here is what I can think of now for starters.

  • Fix the heap corruption issue which is causing crashes (This one may not happen unless Koshling takes a look at it)


Heap corruptions are a nightmare to debug (essentially impossible directly, which is one major reason for the trend to more modern languages). The only real way to tackle them 99% of the time is to have some suspicions about where the cause lies and just go through the code involved with a fine tooth comb, looking for errors.

If someone is able to pin down roughly when they started happening I will review the code changes from around that time and see if I can spot anything.
 
From what i can see, i have a few problems with the current SVN from reading things that are going wrong:

6. The "forward/backwards" city arrows for BUG are really starting again to T me off, causing CTD's.

EDITED:

Do you have a reproducible case? If you can provide a save that reproduces it and an exact recipe I'll take a look and see what I can do...
 
Heap corruptions are a nightmare to debug (essentially impossible directly, which is one major reason for the trend to more modern languages). The only real way to tackle them 99% of the time is to have some suspicions about where the cause lies and just go through the code involved with a fine tooth comb, looking for errors.

If someone is able to pin down roughly when they started happening I will review the code changes from around that time and see if I can spot anything.

Thunderbrd's original diagnosis here pointed at an issue with routes, or possibly more generally Improvements. The last revision to the Improvement infos was on the 10th, adding some coastal improvements, adn the last change to the DLL before the 16th was me fixing a bug with City Limits (which has nothing to do with routes, so I don't see how that could cause it). I'd look at Thunderbrd's bugfix commit on the 6th first, as everything after that is stuff to do with Scale City Limits.
 
Heap corruptions are a nightmare to debug (essentially impossible directly, which is one major reason for the trend to more modern languages). The only real way to tackle them 99% of the time is to have some suspicions about where the cause lies and just go through the code involved with a fine tooth comb, looking for errors.

If someone is able to pin down roughly when they started happening I will review the code changes from around that time and see if I can spot anything.

Thunderbrd's original diagnosis here pointed at an issue with routes, or possibly more generally Improvements. The last revision to the Improvement infos was on the 10th, adding some coastal improvements, adn the last change to the DLL before the 16th was me fixing a bug with City Limits (which has nothing to do with routes, so I don't see how that could cause it). I'd look at Thunderbrd's bugfix commit on the 6th first, as everything after that is stuff to do with Scale City Limits.

This proved to actually not be quite what we had expected it to be and ultimately was based on a change to property threshold values required for property based buildings and how the game was enacting changes to whether the buildings should be in the city or not mid-load. After AIAndy's change yesterday, this issue is most likely resolved unless it has also led to some of the odd bug reports we got last night about not being able to enter WB now and such.



I've gotta say... units not appearing when built and multiple units of the same type showing up in the build list... that's some seriously weird stuff! I'm thinking those might be a bit difficult for me to isolate. How long have they been doing this SO? You said you have a save that shows the issue up there and I'll grab it but is it evidencing the problem immediately on the beginning of the next turn so it can be tested repeatedly with any ease?
 
This proved to actually not be quite what we had expected it to be and ultimately was based on a change to property threshold values required for property based buildings and how the game was enacting changes to whether the buildings should be in the city or not mid-load. After AIAndy's change yesterday, this issue is most likely resolved unless it has also led to some of the odd bug reports we got last night about not being able to enter WB now and such.

Oh, nevermind then. I though the two were separate issues, but it is nice to know that they aren't.
 
I believe this one has ALL of the listed bugs i have above.

http://forums.civfanatics.com/showpost.php?p=12149476&postcount=923

You must make sure you have ALL of DH's MLF modules turned ON, otherwise it wont work.

City arrows in the main screen or in the city screen? With a city currently selected or not? (if so any particular one?)

Edit - also - viewports on or off? (if on what size?)

Edit 2 - which ones are DHs in the modular loading? Can I assume only ones with 'DH' in the name??

Edit 3 - so far I cannot generate any problems. That save only has 1 city, so the arrows do not appear in the city screen, and in the main screen they just select the single city. For me that is working fin (with no viewports at least)
 
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