Game speed won't resume after "continue playing" at victory

Bug #1634736 reported by toptopple
4
This bug affects 1 person
Affects Status Importance Assigned to Milestone
widelands
Fix Released
Low
Unassigned

Bug Description

I encounter a total game freeze each time when the answer "Continue Playing" is given at the final victory dialog in game modus Autocrat. Not sure about other game modi like Endless Game.

Detail: When the button for "Continue playing" is pressed, all game activity freezes. Program is still operable for saving game. On reload the game continues normally.

Unluckily I cannot supply a suitable save game for this.

Tags: ui

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GunChleoc (gunchleoc) wrote :

When the game result screen is shown, game speed is set to "PAUSE", otherwise the game would keep running while you read the screen. Is this what has happened? Since you can still save the game, it can't be a crash.

Revision history for this message
kaputtnik (franku) wrote :

I stumble over this also each time finishing a game. I am not sure but i remember there is no "Pause" string shown where the speed of game is shown normally. So one could think the game has crashed.

Suggestion: If one clicks "Continue playing" the game speed should increase again.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I agree with your suggestion.

GunChleoc (gunchleoc)
Changed in widelands:
status: New → In Progress
assignee: nobody → GunChleoc (gunchleoc)
milestone: none → build20-rc1
Revision history for this message
toptopple (7010622-q-deactivatedaccount) wrote :

It is as you surmised! Conclusion is that game speed should continue as it was before entering the stall-state. I would have rather seen the "Pause" function relevant here than the "Game Speed" scalar. If you use the Pause function, you don't need to manipulate game speed.

Game Speed 0 and Pause are not equivalent because Pause pauses and re-activates any game speed (or at least I assume it does). Also, different keys are used in either case. If Game Speed 0 is indicated the same way as Pause (namely by displaying "PAUSE" in the upper right corner of the screen) then the user may be in confusion as to what key to use to resume the game. Notably, we must assume some players only know one of the two functionalities thus believing they are hitting into a bug when encountering the "PAUSE" display which cannot be released. In short, it is preferable to display different indicators for the two functionalities. You could use "Speed 0" e.g. and I surmise people would understand what it means. - This is, if you like, another bug report! :)

Revision history for this message
GunChleoc (gunchleoc) wrote :

You are assuming wrong - pause sets the desired game speed to 0, so it's still voted on in multiplayer. There is only one functionality here, and that is the desired game speed - we don't have a separate pause function at all. I have already attached a branch that solves the issue ;)

summary: - Game freeze when "continue playing" at victory
+ Game speed won't resume after "continue playing" at victory
GunChleoc (gunchleoc)
tags: added: ui
Revision history for this message
toptopple (7010622-q-deactivatedaccount) wrote :

On my implementation of Widelands, when I press the PgUp + PgDn buttons I trigger the Game Speed function. What is more, when I press the "Pause" button (on the upper right corner of my keyboard) I receive the Pause function. Both are different and the Pause function overlays perfectly the Game Speed function.

The only problem here is the identical "PAUSE" display when game speed renders zero OR Pause has been launched with game speed = 1. This is confusing!

Revision history for this message
toptopple (7010622-q-deactivatedaccount) wrote :

.. and coming back to this bug, I repeat that the Pause function is more appropriate for the final game stall compared to Game Speed 0. I surmise it's possible to trigger Pause programmatically as well.

Revision history for this message
GunChleoc (gunchleoc) wrote :

I now see what you mean - the force pause for the network host. We would have to add that functionality to network clients and single player games first, then it would be doable. I'm wondering whether that's worth the extra code.

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GunChleoc (gunchleoc) wrote :

I overlooked #6 - you're right, that would be better. I'll just need to have a look what the multiplayer mode does.

Thanks for not letting this go :)

Revision history for this message
toptopple (7010622-q-deactivatedaccount) wrote :

Are "network clients" something different than the program releases I get from the daily rebuilds (via PPA in Ubuntu)? My observations are from these packages. Just to clarify this point whether the questioned "Pause" function is available on all program releases under all circumstance, I'd be interested in!

Revision history for this message
GunChleoc (gunchleoc) wrote :

Widelands has a singleplayer mode, and a network mode with host and client (LAN / Internet game) in the code. So, it's all the same for all versions of Widelands you can get. I haven't used the pause function before, but it's in the code for all game modes. I will just have to look at it and play with it to see how it reacts.

Changed in widelands:
importance: Undecided → Low
GunChleoc (gunchleoc)
Changed in widelands:
status: In Progress → Fix Committed
assignee: GunChleoc (gunchleoc) → nobody
Revision history for this message
GunChleoc (gunchleoc) wrote :

Fixed in build20-rc1

Changed in widelands:
status: Fix Committed → Fix Released
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