v 25, Bugs/Crashes reporting thread

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@calvitix:

I'm still getting loads of commercemismatched lines in the output of the debugger, so I don't think your fix for that was entirely successful.

It's still called once per turn with the new source.

Koshling just PM me, the validateCommerce() was a Debug fonction he made. We can comment all the call of that method.
 
It's still called once per turn with the new source.

Koshling just PM me, the validateCommerce() was a Debug fonction he made. We can comment all the call of that method.

Yes, He sent me that one as well. Is that on the SVN yet or not? If so, then I need to look into QuestDog's save, which had an infinite end-turn loop. Otherwise I need to test it with the validatecommerce() fix.
 
This game is stuck in an endless loop of some sort. End the turn and everything goes normal, all AI players take their turns, but after the Barbs take their move the game just keeps thinking. Odd thing is that you can access everything, including the Game menu, but the little man keeps running and running.

I tried loading up old save games, but to no avail. Whenever I would get to this particular turn, the loop would appear. This originally happened with Rev 3456. I had reverted to that one because of all the inflation issues. Rev 3485 makes no difference in the behavior.

View attachment 330037

I ran this save, and the issue is that the Italian player gets into an infinite loop deciding what to build, repeatedly re-evaluating what it can build and what the value of those builds are. I'm investigating this further.
 
Yes, He sent me that one as well. Is that on the SVN yet or not? If so, then I need to look into QuestDog's save, which had an infinite end-turn loop. Otherwise I need to test it with the validatecommerce() fix.

I just upload in SVN a new DLL without any validatCommerce() calls.
 
I tested Questdog's savegame, and it still had a WfOC error with an infinite loop in the Italian Player's turn.

I'm on it too, and I think the problem is after Italian Player's turn.

The loop you mention in the Italian Player turn seems to be the same as in Joseph'savegame :

when IA has to choose a Tech, it use the CvPlayerAI::AI_bestTech(), that use CvPlayerAI::findBestPath() method.

If I understand right, the IA try to find the better way in the Tech tree. And for that, it evaluate each Tech, depending of which building is able to be build in all the city the AI has.

here the whole call tree

Spoiler :

Code:
CvPlayerAI::AI_bestTech() 
  --> PlayerAI::findBestPath() 
    -->  CvPlayerAI::techPathValuePerUnitCost() 
      -->  CvPlayerAI::AI_TechValueCached() 
        --> CvPlayerAI::AI_techValue() 
          --> CvPlayerAI::AI_techBuildingValue() 
            --> CvCityAI::AI_buildingValue() 
              --> CvCity::canConstruct()

it's not a closed loop, but as it performs the evaluation for each tech, it takes time.

In my case, it has been resolved after 73 loops, with choosing Tech 'Domestication des Mastodontes' sorry I'm using French text. (line 16317 in the debug output)




After that, the other AI are calculating, until the player 50 (I presume its barbarians).

After a lot of 'AI_Update for unit' that seems to make sense, it has an endless loop on 3 Units ??

Spoiler :
Code:
AI_Update for unit 5171722 of owner 50
AI_Update for unit 5188116 of owner 50
AI_Update for unit 4948412 of owner 50
AI_Update for unit 4948412 of owner 50
AI_Update for unit 5171722 of owner 50
AI_Update for unit 5188116 of owner 50
AI_Update for unit 4948412 of owner 50
AI_Update for unit 4948412 of owner 50
AI_Update for unit 5171722 of owner 50
AI_Update for unit 5188116 of owner 50
AI_Update for unit 4948412 of owner 50
AI_Update for unit 4948412 of owner 50
AI_Update for unit 5171722 of owner 50

I Tried to bypass the loop (it's in CvGame::update(), line 2765), but after endind the method, the exe take the hand back (machine code), and execute the CvGame::update() again.

Results : it's a closed loop. There is perhaps a way to workaround that by deleting in the Worldbuilder the three units that are causing trouble.

Does someone knows how to find a unit by its number (5171722 for example) ?

Edit : I think I've found : the units are on plot 154,116, two of Type AI_COUNTER, and one of Type AI_ATTACK_CITY
I don't have enough experience for now in AI behavior to solve that, but what I understood is 1 Unit wants to make a Group to Attack, and the Two others always break the group.
 

Attachments

@calvitix:

Nice work there, although I am not familiar with the grouping AI at all, that is one of the things Koshling has made many changes to. I'll ask him what could be causing an infinite loop there.

Edit: dang, his PM box is full, I'll have to hope he sees this.
 
This game is stuck in an endless loop of some sort. End the turn and everything goes normal, all AI players take their turns, but after the Barbs take their move the game just keeps thinking. Odd thing is that you can access everything, including the Game menu, but the little man keeps running and running.

I tried loading up old save games, but to no avail. Whenever I would get to this particular turn, the loop would appear. This originally happened with Rev 3456. I had reverted to that one because of all the inflation issues. Rev 3485 makes no difference in the behavior.

View attachment 330037

Confirmed ! its an Barbarian IA Bug, two tiles south of Barb City of Harappeens, that try to group/ungroup each other. By removing them in the Worldbuilder (you have to diable viewports for that), you should be able to continue.
 
Confirmed ! its an Barbarian IA Bug, two tiles south of Barb City of Harappeens, that try to group/ungroup each other. By removing them in the Worldbuilder (you have to diable viewports for that), you should be able to continue.

Thank you, kind sir!

Edit: Fix appears to work. Thanks again!
 
Great work guys. The Civic upkeep seems to be back to normal. D/L'd the 3485 fix this morning will D/L the new one asap.

Thanks calvitix and ls612. :goodjob:

JosEPh :)

Edit: Meant to mention earlier when I saw ls612 had disabled The Great Wall. It's not so much that it floats but rather it shifts when you border expands to match the cultural border. I have northern area of my island unsettled for animal harvesting and as my border cities cultural influence expands the GW moves along with that expansion.
 
Great work guys. The Civic upkeep seems to be back to normal. D/L'd the 3485 fix this morning will D/L the new one asap.

Thanks calvitix and ls612. :goodjob:

JosEPh :)

Edit: Meant to mention earlier when I saw ls612 had disabled The Great Wall. It's not so much that it floats but rather it shifts when you border expands to match the cultural border. I have northern area of my island unsettled for animal harvesting and as my border cities cultural influence expands the GW moves along with that expansion.

you're welcome ;)

About Great Wall, having disabled it doesn't change the CTD. I just try, and it still occurs
 
Same save as comment 456, under SVN 3491 (from about an hour ago), the huge inflation value is gone, but there's still a huge overcharge somewhere. When I loaded the save, it indicated I had a surplus of 71 gold per turn, which went hugely negative (-350ish with 0% research) after recalculating, so maybe there's some issue with the recalculation (still)?
 
One other thing, ALL saved games do NOT work now?? They dont even show up on the logs??

It seems to be crashing in the function CvPlot::isVisible, for team 0.

you're welcome ;)

About Great Wall, having disabled it doesn't change the CTD. I just try, and it still occurs

@ Thunderbrd:

Isn't there something that Koshling said or showed you what to do when you need to keep the savedgame format intact??
 
Same save as comment 456, under SVN 3491 (from about an hour ago), the huge inflation value is gone, but there's still a huge overcharge somewhere. When I loaded the save, it indicated I had a surplus of 71 gold per turn, which went hugely negative (-350ish with 0% research) after recalculating, so maybe there's some issue with the recalculation (still)?

With Re-calc I found that after I do it, I + or - the research slider a few notches and then go back to my original setting and it settles to a # between the re-calc # and the # before the re-calc.

JosEPh
 
@ Thunderbrd:

Isn't there something that Koshling said or showed you what to do when you need to keep the savedgame format intact??

Still having trouble with savedgames??
 
@ Thunderbrd:

Isn't there something that Koshling said or showed you what to do when you need to keep the savedgame format intact??

Yes... but that had to do with adding (and particularly) removing variables in the read-write wrappers. If there wasn't an adjustment to that then we have a separate issue. Has anyone added or removed a variable that had been established in a read/write routine for the savegame? Any gameoptions changed or reorganized? Are these games that had the Great Wall built already and may now be wondering where the details for what it believes it should be able to access have now gone?

I've also identified a number of OOS bugs I believe I can enlist some help from the present team to resolve. The first, an OOS on the first round, is a bit mysterious still... that was resolvable, however, by reloading.

The Second OOS bug I found was in the new leader traits. Washington's -15% commerce when played as a member of a team, tries to apply its penalty on its team member on the system that is running him, while the other team member's computer doesn't show the reduction and that causes an OOS every round you try to play with him in this fashion. (HOW this is happening is mysterious to me and beyond my programming skill but I could at least identify the problem itself.)

The third OOS bug we ran across was repetitive but strangely correctable. Any time a unit was used to modify the city in any way (add a building, butcher, join as a specialist) it would cause the other player to have to click on the offending city to resolve an emerging OOS. I suspect this error may be due to some coding changes in CvCity that aren't gelling all that well with the previous python mission codings involving these.

Can't say I know how to fix any of these problems but I figured I'd report them here.

I'd take a look at the aforementioned minidump issue (I CAN usually sort those out) but it'll have to wait til at least tomorrow. Work just picked up a LOT and has left me with very little time during the week.
 
Yes... but that had to do with adding (and particularly) removing variables in the read-write wrappers. If there wasn't an adjustment to that then we have a separate issue. Has anyone added or removed a variable that had been established in a read/write routine for the savegame? Any gameoptions changed or reorganized? Are these games that had the Great Wall built already and may now be wondering where the details for what it believes it should be able to access have now gone?

I didn't change anything in the wrappers page nor variable or game options. My modifications are quite light.

@strategyonly : could we have an example of savegame ?
 
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