Author Topic: [Solved] OutOfMemoryException  (Read 18367 times)

Offline Kalzarius

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Re: OutOfMemoryException
« Reply #15 on: July 27, 2009, 10:19:03 pm »
I have now tested this with AI War 1.011F.  In one of the most bizarre encounters with stalled AI ever, I have the following to report:

Using the previously delivered saved game (ending 20A from two posts up on the previous page), we see that an attack is forming at Aeomich, so we watch Doraeohas, the only planet connected to Aeomich and wait.  At the start of the game, 0 AI commands.  3 seconds after the timer expires, still 0 commands and no attack from Aeomich.

We are hearing rumors that our AI players have gone AFK.  I hope you can reproduce this bug.

Offline x4000

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Re: OutOfMemoryException
« Reply #16 on: July 27, 2009, 10:36:24 pm »
The behaviour seems very similar to what darke is reporting for 011E: http://arcengames.com/forums/index.php/topic,473.msg2653.html#msg2653

That was my thought, as well.  I'm able to duplicate darke's issue, so I think it's something to do with those specific savegames and not anything to do with computer resources at all -- his and my machines are both pretty beefy quads (or at least, I think his is).  I'm looking into that as my top priority at the moment, and will let you know as soon as I have figured it out.
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Offline Kalzarius

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Re: OutOfMemoryException
« Reply #17 on: July 27, 2009, 10:57:04 pm »
We just encountered a desync.  Screenshot attached.

We used the final save from last week (not the stalled one) and were again presented with the warning of an attack building in Aeomich, so we routed our forces to Doraeohas.  Two minutes prior to the supposed attack, a fleet of 600 ships, and later another 300 came through the wormhole on the other side of the galaxy with no warning.  It was not until about two game minutes after the timer for the building attack expired a fleet actually came through.  Only about 20 ships came through and then the desync happened.

The only ships we could send against that massive fleet were our teleporting battlestations.  What we discovered there during the attack were hundreds and hundreds of bomber and missile attacks following our stations around the planetary map, only stopping if we left the system or they finally caught up and hit us.

Offline x4000

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Re: OutOfMemoryException
« Reply #18 on: July 28, 2009, 12:55:57 am »
Thanks for reporting the desync -- with the detail you provided, I was able to find this one in record time. :)

I also FINALLY found the real cause of the AI stalling with your game:  all of the preferred-reinforcement planets were full up, and that was causing an infinite loop on the AI thread.

This release should be a really good one for you guys, hopefully it will solve all of your problems and also make the game run a tad faster than in the past prereleases:  http://arcengames.com/forums/index.php/topic,501.new.html#new
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Offline Kalzarius

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Re: OutOfMemoryException
« Reply #19 on: July 28, 2009, 01:07:31 am »
We used the final save from last week (not the stalled one) and were again presented with the warning of an attack building in Aeomich, so we routed our forces to Doraeohas.  Two minutes prior to the supposed attack, a fleet of 600 ships, and later another 300 came through the wormhole on the other side of the galaxy with no warning.  It was not until about two game minutes after the timer for the building attack expired a fleet actually came through.  Only about 20 ships came through and then the desync happened.

Is this expected behaviour?

The only ships we could send against that massive fleet were our teleporting battlestations.  What we discovered there during the attack were hundreds and hundreds of bomber and missile attacks following our stations around the planetary map, only stopping if we left the system or they finally caught up and hit us.

I just realized one of the recent versions said this bug was fixed, but I still see it happening.

Thanks for reporting the desync -- with the detail you provided, I was able to find this one in record time. :)

I also FINALLY found the real cause of the AI stalling with your game:  all of the preferred-reinforcement planets were full up, and that was causing an infinite loop on the AI thread.

This release should be a really good one for you guys, hopefully it will solve all of your problems and also make the game run a tad faster than in the past prereleases:  http://arcengames.com/forums/index.php/topic,501.new.html#new

Good to hear.  We'll take a look at it and see what happens.  We've been running with the old 1.010 on a newer save that didn't have the stall.  With the recent AI behaviour in swarming us, we may be completely SOL as far as defeating the AI given the most recent AI improvements.  Not that we won't try.

Offline x4000

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Re: OutOfMemoryException
« Reply #20 on: July 28, 2009, 01:17:17 am »
We used the final save from last week (not the stalled one) and were again presented with the warning of an attack building in Aeomich, so we routed our forces to Doraeohas.  Two minutes prior to the supposed attack, a fleet of 600 ships, and later another 300 came through the wormhole on the other side of the galaxy with no warning.  It was not until about two game minutes after the timer for the building attack expired a fleet actually came through.  Only about 20 ships came through and then the desync happened.

Is this expected behaviour?
[/quote]

No, but with everything else having been so wonky with the AI, I frankly don't put a lot of stock in this one incident.  Most likely those were from a past attack, or ships that were freed by chasing a starship, or just ships that were special forces massing and then coming in (actually, in that sense it could well be expected behavior, though those numbers seem high -- although, your game is really huge).  I meant to respond to this but missed it, thanks for bringing it up.

The only ships we could send against that massive fleet were our teleporting battlestations.  What we discovered there during the attack were hundreds and hundreds of bomber and missile attacks following our stations around the planetary map, only stopping if we left the system or they finally caught up and hit us.

I just realized one of the recent versions said this bug was fixed, but I still see it happening.

Well, the shots will still chase them if they are within the range of the shot.  So for sniper shots, etc, those will follow forever by design since they have infinite range.  With other kinds of shots, like bombers and missiles, they will also keep following unless you go out of their range completely.  The missiles and the higher-level bombers have a pretty long range (7k and 5k respectively), so unless you warp way across the map all in one go, they probably will keep following you.  This one is difficult for me to test, though -- I don't have a good scenario to really demonstrate this with, so it's possible there is some bug with this.  If you have a savegame that I can use to test this with at some point, if it does indeed still seem to be an issue, then please let me know!

Good to hear.  We'll take a look at it and see what happens.  We've been running with the old 1.010 on a newer save that didn't have the stall.  With the recent AI behaviour in swarming us, we may be completely SOL as far as defeating the AI given the most recent AI improvements.  Not that we won't try.

Ah, gotcha.  Well, those cross-planet attacks are difficult, but I think they are manageable.  You won't be swarmed with them or anything, since there is a goodly amount of time between each one (better part of an hour, or at least 20 minutes, depending).  It had occurred to me that some older games might get into a situation where the players are SOL based on how circumstances had developed (in a way that new games would not), but I think there is less risk of that overall than I had been worried about given my playtesting with some similar older games.  I lost a lot of planets in raids, but managed to build back up and seem to be on track for a possible victory later -- still a long way to go, though.  I'll be interested to hear how yours goes!
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Offline Kalzarius

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Re: OutOfMemoryException
« Reply #21 on: July 28, 2009, 02:18:19 am »
Another desync (this time with 1.011G).  Screenshots attached.  According to player 2, the ships in the second screenshot exited the wormhole differently for him.

Once again, the issue of having the attack from Aeomich to Doraeohas was encountered.  About a minute and a half from the expiration of the timer, a swarm of 80 ships hit another system (at random, it seems), and it wasn't until about two or three minutes after the expiry that the ships actually came out.  The instant they did, we desynced.

I'm also attaching the saved game.  When the swarm of ships hits a random system, you can use the teleport battle stations to see if the bomber and other arms fire will follow them across the entire planetary map (I was a bit too busy to track them this time around).

EDIT:  Not only was it different for him, there were fewer ships.  In a recent replay (with the 20A save I submitted on the previous page), I counted 730 before his command station was destroyed.  On his system, he only counted 70 and his command station survived for a great deal of time.  The fact that his command station was on the other side of the map and those ships on the host never reached it didn't seem to stop them from destroying it.
« Last Edit: July 28, 2009, 02:53:25 am by Kalzarius »

Offline x4000

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Re: OutOfMemoryException
« Reply #22 on: July 28, 2009, 09:34:54 am »
Nuts.  I will look at this and see if I can duplicate it, thanks for all the detail here.
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Offline x4000

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Re: OutOfMemoryException
« Reply #23 on: July 28, 2009, 12:18:11 pm »
Okay, this was thankfully also an easier one to find.  Man, two desyncs with one feature.  Thanks for finding them!  Here's the new release:  http://arcengames.com/forums/index.php/topic,506.msg2836.html#msg2836
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