crash when starting network game due to immediate autosave

Bug #533321 reported by Nicolai Hähnle
8
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Medium
Unassigned

Bug Description

When a network game starts and the clients are slow to respond, there can be a crash which, according to Peter Schwanemann, is caused by autosave kicking in before the game really starts.

Workaround: Increase the time between autosaves.

Nicolai Hähnle (nha)
tags: added: crash
tags: added: multiplayer network
Revision history for this message
SirVer (sirver) wrote :

is this one still valid? I have not experienced anything like that in my games so far.

Changed in widelands:
status: New → Incomplete
Revision history for this message
Nasenbaer (nasenbaer) wrote :

This bug is sort of fixed through the engine change - the crash happend within the saving of playercommands or to be more specific:

While waiting for other clients, that haven't finished loading, the other players were already able to see their terrain and so to send playercommands like "place building", "place flag", etc.

Seems something got mixed up there under some circumstances - the playercommands were not processed until the real game start, just saved - so perhaps one of the players tried the same several times and doubled and tribled a command? (just a thought...)

However it will not appear again during start up, as now the screen is black during waiting - pause during a running game behaves differently and I never faced the problem there.

-> Set to invalid.

Changed in widelands:
status: Incomplete → Invalid
Revision history for this message
SirVer (sirver) wrote :

Took the freedom to set to fix comityed. After all, we changed the code and the problem is gone.

Changed in widelands:
status: Invalid → Fix Committed
milestone: none → build16-rc1
Revision history for this message
SirVer (sirver) wrote :

Released in build16-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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