Testing cooperative campaign limits

Bug #896228 reported by Chanterier
6
This bug affects 1 person
Affects Status Importance Assigned to Milestone
Ares
New
Medium
Unassigned

Bug Description

(Ares 0.1.1082)

Since Ares 0.2 will not have save/load function and cooperative missions don't rely on that one I wanted to get coop into MO3.0 beta (if it happens). Before I start working on coop missions again, I want to determine the max amount of coop missions per side. During tests with mevitar we've apparently got three types of crashes.

I've created one mission and copied it's entry in coopcampmd.ini up to 7 missions. First, I confirmed that 5 missions are working on two PCs at home (including the mission progression). I tested 7 missions and it worked as well. Then, with mevitar we started doing more science.

I changed the amount in coopcampmd.ini to 13. When I - the host - clicked 'start game' after mevitar confirmed that he was ready - the game crashed immediately. This is the report for this one:
Crash A: http://mo.cncguild.net/debug/coop_crash_start13maps.rar

Then, we got back to 7. It worked. We didn't test mission progression this time, only the fact if the game starts. Set it to 8, 9 and 10 - it worked. Then set to 12 - it worked. 13 crashed the game again. We set it back to 12 - this time the game crashed!

Set the limit to 7 again - it worked. Set the limit to 12 (for the third time) - it worked! This time, we tested the mission progression.

Because of our connection issues, we had to use coop save/load function to restart the 5th mission. When I clicked 'start game' for loaded 5th mission, the game crashed and this is the report:
Crash B: http://mo.cncguild.net/debug/coop_loaded_5thmap.rar

We tried doing this again and this time the game worked fine. We got past mission 7 and when I clicked 'start game' (without using save/load) for mission 8 - the game froze.

I tried to use save/load function to try 8th mission again and we received the third crash. This crash is 100% reproducible, game didn't allow me to reload mission 8.
Crash C: http://mo.cncguild.net/debug/coop_loaded_8thmap.rar

* * *

Sorry if this is a bit confusing. Here's a short version:

At home: 5 -> 7 - works
With mevitar: 13 (crash) -> 7 -> 8 -> 9 -> 10 -> 12 -> 13 (crash A) -> 12 (crash A) -> 7 -> 12 -> testing mission progression -> play through 1, 2, 3, 4 -> try to play mission 5 (connection lost) -> reload mission 5 (crash B) -> reload mission 5 (worked) -> play through 6, 7 -> game freeze when trying to start mission 8 -> reload mission 8 (reproducible crash C)

Since cooperative is to be an important feature of MO3.0 I would be grateful if I could learn what's the limit for coop missions and eventually, what kind of issues are these. Maybe those aren't coop issues after all.

Revision history for this message
Chanterier (speederyr) wrote :

Forgot to mention: at home mission progression was 100% fine for 7-mission playthrough. I've attached the coopcampmd.ini file I used for this. NumberOfCampaignMaps was the only tag I modified to change amount of missions, because all 15 missions had their houses coded in. It's true that only one mission is used throughout this progression but I don't think this caused any of those crashes.

EDIT: What the hell, there wasn't 1082 in the selection box and now I noticed another issue has 1082 set.

Revision history for this message
AlexB (alexander-b) wrote :

Crash C is because of the CoopCampMD.ini file only having CampaignPlayers for the first 7 missions.

Other crashes happen in charPP_GetSecure, which is called from INIClass_GetString_charPP. Can't tell which function called it, though. It might be related to crash C, possibly concealed by random data in memory.

Revision history for this message
Chanterier (speederyr) wrote :

So, I checked coop again with a fixed coopcampmd.ini file (listing player houses for 8th mission and so) on a virtual machine but it seems those bugs still stand.

It's different though - I don't get a crash when I try to load 8th mission but when I try to start it.

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