Poll

How's MP in version 0.927 or later?

I've Played Multiplayer In 0.927+ And There Are No Bugs That Aren't In Singleplayer
2 (6.3%)
I've Played Multiplayer In 0.927+ And There Are Only Minor Multiplayer-Only Bugs
1 (3.1%)
I've Played Multiplayer In 0.927+ and There Are Some Significant Multiplayer-Only Bugs But It's Playable
1 (3.1%)
I've Tried To Play Multiplayer In 0.927+ But It's Really Broken
0 (0%)
I've Not Played Multiplayer Since 0.927 Came Out
7 (21.9%)
I've Not Played Multiplayer At All
21 (65.6%)

Total Members Voted: 0

Author Topic: (Dev Really Wants Info) State Of Multiplayer for 1.0  (Read 19064 times)

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #30 on: April 15, 2012, 08:16:14 pm »
I am officially a dumbass, I forgot to set it to advertise, sorry guys.  Nice if it would remember your last setting for the forgetful amongst us.
Think of it as a sobriety test.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #31 on: April 15, 2012, 09:22:25 pm »
I am officially a dumbass, I forgot to set it to advertise, sorry guys.  Nice if it would remember your last setting for the forgetful amongst us.
Think of it as a sobriety test.

Greeeaaaaat....  :o

Wandering Nomads server is brought up to 0.929.
... and then we'll have cake.

Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #32 on: April 15, 2012, 09:53:06 pm »
I'm sure he'll be creating a Mantis ticket but attaching here in case I go offline in the meanwhile.  We're having a problem with Player #10 in the attached world zip.  Room is constantly dark.  New player and default player are both functional, just this character has an issue.  No hud, nothing.

Char name is Chomper.
... and then we'll have cake.

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #33 on: April 16, 2012, 12:00:21 pm »
Alright, still goofing off in that MP world.  One of the problems I'm running into is the alternative unlockables aren't counting down.  Example, I've just popped a boss tower mission.  There's water and lightning espers all over the place and I just successfully completed, even to getting the rewards in the log.

However, Water Esper and Lightning esper are still at max to kill counts, Win 4 Missions is still at win 4 missions.

In Unlockables to pursue, Win 3 Boss Tower missions is also still at Remaining to Win: 3.

Is this a bug or are there special conditions for these to complete in MP?  I've been alone in this world for a bit.
Ok, this one is fixed for 0.930, thanks :)  Looked real quick but didn't see a mantis record; let me know if there is one so I can flag it.
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #34 on: April 16, 2012, 01:17:51 pm »
Yes, there's a mantis for it:
http://www.arcengames.com/mantisbt/view.php?id=7096

Hyrf is getting a similar issue now (#5) and I'm seeing a massive error list in the server-screen but I can't catch it and it's not in my unhandledErrors.Txt.  I'm assuming that this fixes that, and that those errors are actually on Hyrf's side.
... and then we'll have cake.

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #35 on: April 16, 2012, 01:20:15 pm »
Hyrf is getting a similar issue now (#5) and I'm seeing a massive error list in the server-screen but I can't catch it and it's not in my unhandledErrors.Txt.  I'm assuming that this fixes that, and that those errors are actually on Hyrf's side.
Oh, I wasn't talking about that bug, rather about the unlocks thing.  Getting to the black screen problem later.

If you're seeing the error message on the server-screen those errors on your end.  Do you have an ArcenDebugLog.txt file?
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Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #36 on: April 16, 2012, 01:27:59 pm »
Hyrf is getting a similar issue now (#5) and I'm seeing a massive error list in the server-screen but I can't catch it and it's not in my unhandledErrors.Txt.  I'm assuming that this fixes that, and that those errors are actually on Hyrf's side.
Oh, I wasn't talking about that bug, rather about the unlocks thing.  Getting to the black screen problem later.

If you're seeing the error message on the server-screen those errors on your end.  Do you have an ArcenDebugLog.txt file?

Ah hah, so I do.  The last two entries:


4/16/2012 10:12:06 AM
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object

  at Chunk.GetSettlement () [0x00000] in <filename unknown>:0
  at Chunk.PerformChunkLoadInitialization (Boolean IsFromTheNetwork, Int32 LoadedChunkVersion) [0x00000] in <filename unknown>:0
  at Chunk.TryToLoadFromDisk (Int32 ChunkID, .Region Region) [0x00000] in <filename unknown>:0
  at World.GetChunkByPrimaryKeyIDInner (Int32 ChunkPrimaryKeyID, .Region Region) [0x00000] in <filename unknown>:0
  at World.GetChunkByPrimaryKeyID (Int32 ChunkPrimaryKeyID, .Region Region, Boolean Keepalive) [0x00000] in <filename unknown>:0
  at Ability.GetChunkIfExistsOrGenerateItOnServerOrNullOnClient (.GameEntity EntitySwitchingChunks, Int32 TargetChunkID, .AbilityUseResult Result, .Region Region, Boolean ClientNeedsTheChunkEvenIfEntityIsAlreadyThere, .AbilityUseResultType& EarlyOutResultType) [0x00000] in <filename unknown>:0
  at Ability.TryExecuteInner (.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) [0x00000] in <filename unknown>:0

UsingEntity:#81252 type:Boris
TargetEntity:null
QueuedAbilityUse.Ability.TypeData.Type:SpawnInChunkFromMainMenu
QueuedAbilityUse.TargetChunkID:904
QueuedAbilityUse.TargetRegionID:75
QueuedAbilityUse.UsingEntityID:81252
UsingEntity.TypeData.Type:Unknown because execution context chunk or region ID <= 0

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.ProcessAssertionFailure(System.String Message)
   at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at QueuedAbilityUse.TryExecute()
   at Game.ProcessSimStep()
   at Game.RunNextCycle(Boolean DoRendering)
   at Game.RunFrame()
   at MainCameraLogic.Update()

4/16/2012 10:14:09 AM
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object

  at Chunk.GetSettlement () [0x00000] in <filename unknown>:0
  at Chunk.PerformChunkLoadInitialization (Boolean IsFromTheNetwork, Int32 LoadedChunkVersion) [0x00000] in <filename unknown>:0
  at Chunk.TryToLoadFromDisk (Int32 ChunkID, .Region Region) [0x00000] in <filename unknown>:0
  at World.GetChunkByPrimaryKeyIDInner (Int32 ChunkPrimaryKeyID, .Region Region) [0x00000] in <filename unknown>:0
  at World.GetChunkByPrimaryKeyID (Int32 ChunkPrimaryKeyID, .Region Region, Boolean Keepalive) [0x00000] in <filename unknown>:0
  at Ability.GetChunkIfExistsOrGenerateItOnServerOrNullOnClient (.GameEntity EntitySwitchingChunks, Int32 TargetChunkID, .AbilityUseResult Result, .Region Region, Boolean ClientNeedsTheChunkEvenIfEntityIsAlreadyThere, .AbilityUseResultType& EarlyOutResultType) [0x00000] in <filename unknown>:0
  at Ability.TryExecuteInner (.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result) [0x00000] in <filename unknown>:0

UsingEntity:#81252 type:Boris
TargetEntity:null
QueuedAbilityUse.Ability.TypeData.Type:SpawnInChunkFromMainMenu
QueuedAbilityUse.TargetChunkID:904
QueuedAbilityUse.TargetRegionID:75
QueuedAbilityUse.UsingEntityID:81252
UsingEntity.TypeData.Type:Unknown because execution context chunk or region ID <= 0

   at System.Environment.get_StackTrace()
   at ArcenDebugging.ArcenDebugLog(System.String Message)
   at ArcenDebugging.ProcessAssertionFailure(System.String Message)
   at Ability.TryExecuteInner(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at Ability.TryExecute(.GameEntity UsingEntity, .GameEntity TargetEntity, .QueuedAbilityUse QueuedAbilityUse, .AbilityUseResult Result)
   at QueuedAbilityUse.TryExecute()
   at Game.ProcessSimStep()
   at Game.RunNextCycle(Boolean DoRendering)
   at Game.RunFrame()
   at MainCameraLogic.Update()

I've got to go to work, I'll try to get anything else you need from me for you tonight.
... and then we'll have cake.

Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #37 on: April 16, 2012, 02:10:45 pm »
Ah hah, so I do.  The last two entries:


4/16/2012 10:12:06 AM
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object

  at Chunk.GetSettlement () [0x00000] in <filename unknown>:0
Ah, ok, that one's easy enough to fix, thanks.  Whenever you're free after work any other (distinct) errors from that log would be interesting :)
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #38 on: April 16, 2012, 04:07:45 pm »
I should also mention that the first mission I did I didn't even get rewards from even though I made it to the top of the tower.  It's quite possible it expired during the completion, but it took me 6-7 runs at it to get it completed.  This was a single run, so I got rewards, but no unlock counts.
Ok, I'm not able to reproduce this, running your world in MP:

First test:
1) Enter boss tower mission
2) Achieve victory
3) Got "Victory!" message and rewards, etc.

Second test:
1) Enter boss tower mission
2) Die, get "Defeat!" message
3) Respawn back at settlement
4) Enter same mission again (this creates the mission interior all over again, by the way, so no taking out the bosses one at a time like that)
5) Achieve victory
6) Got "Victory!" message and rewards, etc.

Third test:
1) Enter boss tower mission
2) Abandon mission by leaving, got "Abandoned" message
3) Re-entered mission
4) Achieve victory
5) Got "Victory!" message and rewards, etc.

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Offline Toll

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #39 on: April 16, 2012, 04:36:42 pm »
I actually got this error once, and I'm 90% sure it was during a mission that expired while I was in it (time-wise, that is; I still completed the mission). I've never been able to reproduce it since though, no matter how hard I tried... I think it was during a boss tower mission, but it was a long time ago.

Offline Chomper

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #40 on: April 16, 2012, 06:30:21 pm »
Thanks again to all you guys at Arcen for putting time into our problems. I'm sure Hyrf and I will dig getting out of black screen status (and seeing what ridiculous havoc Wanderer is wreaking with this leafy whip chainsaw spell you've come up with).

Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #41 on: April 16, 2012, 09:34:44 pm »
Ah hah, so I do.  The last two entries:


4/16/2012 10:12:06 AM
ProcessAssertionFailure while IsInAbilityDeserializationOrProcessing, Message:Object reference not set to an instance of an object

  at Chunk.GetSettlement () [0x00000] in <filename unknown>:0
Ah, ok, that one's easy enough to fix, thanks.  Whenever you're free after work any other (distinct) errors from that log would be interesting :)

Attached file in full.
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Offline keith.lamothe

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #42 on: April 16, 2012, 09:49:31 pm »
Attached file in full.
Interesting... hmm, not a lot else in there to work on, though some interesting messages.  I think the best way forward is to see what it does in 0.930 (whenever we can get it caged and down the river), since I think I fixed the main errors in there for that.  Thanks :)
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Offline TechSY730

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #43 on: April 16, 2012, 09:54:31 pm »
Attached file in full.
Interesting... hmm, not a lot else in there to work on, though some interesting messages.  I think the best way forward is to see what it does in 0.930 (whenever we can get it caged and down the river), since I think I fixed the main errors in there for that.  Thanks :)

Ugh, I know that feeling.

Without getting into too many details, today, I had to deal with a stack trace stating it couldn't find a file in a zip archive (even though when I opened the archive, it was right there), and I could also verify that the machine that was getting the error had the correct archive. Yet, I couldn't reproduce the issue on my machine.

The end cause?
A file handle not getting closed in time. This was complicated by the implementation dependent behavior of the ZipFile class when multiple of them are opened on the same file, which would explain why my machine could handle it just fine, but the machine that was failing couldn't.

Yea, that was a real pain to puzzle that one through.

Offline Wanderer

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Re: (Dev Really Wants Info) State Of Multiplayer for 1.0
« Reply #44 on: April 16, 2012, 10:28:55 pm »
Server settings/defaults/ban lists/etc....

An interface to this would be awesome.  Also, having a list of all players who are listed in your server (there's plenty of real-estate in the server launch screen) and being able to flip on/off their admin status would be really helpful.  In particular for griefer bans, which is the only reason I'd want to give away most admin rights.

Either in game or external, I'd really like to be able to see these.  Also, some kind of response when changing defaults would be really nice.  Currently it only tells you when you set something that's already set that way.

From an administrative perspective the interface is awkward, annoying, non-friendly, and doesn't make it easy for me to host it, wanting to leave the problems to someone else.
... and then we'll have cake.