Author Topic: 4.0b Bugs  (Read 29648 times)

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Offline Thorgarth

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Re: 4.0b Bugs
« Reply #90 on: April 11, 2009, 08:32:57 AM »
Error in ShowFleetList, error 35602 was generated by Nodes, key is not unique in collection.

Anyone know what is causing this error?
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #91 on: April 11, 2009, 10:14:08 AM »
Quote from: "Thorgarth"
Error in ShowFleetList, error 35602 was generated by Nodes, key is not unique in collection.

Anyone know what is causing this error?
Check for two fleets (or ships or anything else) with the same name. "key is not unique in collection" means that Aurora tried to do a lookup on a group of objects, two of which had the same "key" for the lookup.  Most of the time, this is caused by a player inadvertently giving the same name to two things of the same type, and then Aurora trying to lookup (or possibly sort) by name.

Hope that helps.

John
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #92 on: April 11, 2009, 02:09:30 PM »
Quote from: "sloanjh"
Quote from: "SteveAlt"
Quote from: "sloanjh"
Oh Blast!!  It looks like my DataBase is in a state where I hang everytime I do a economics update (22 game years in).  I just ran into the hang.  After control-c'ing out, I tried again, and it hung again.

The only thing I can think of that was odd before the hang was that I had a couple of "bad property" errors thrown when I was putting ships in for refit (two times).  It seemed like the error happened when I picked a ship other than the first one on the selection list.  I just re-checked the event log, though, and it looks like that happened several updates before the hang.
If you can't solve it, you can send the database and I can try to fix it. I can't guarantee anything though because someone else sent a DB and I had real problems tryinn to use the current version of the code with the v4.0 database. I know it's a bit late to say this but you should back the database up occasionally in case something bad happens.

Steve

Thanks - I tried again last night, got through a single industrial update (which made me think yippee!!!!) then hung again.  What's the best way to send the DB - through a private message on the board?
New hypothesis on the cause of the hang - I suspect it has something to do with maintenance failures that occur during a timestep that triggers an econ update.  

I've been bulling through the hang by just existing out, restarting, and asking for another time increment.  It looks like Aurora doesn't update the econ-update clock with time-elapsed in an update until the econ-update is completely finished, since I can take small steps after triggering an update, but not large steps.  After one or two hangs, eventually I get an econ update and then am ok for varying lengths of time.  I just noticed that I seem to get a lot of engine failure events on my (obsolete) jump ships that are just sitting out there on WP immediately after a restart - this leads me to think they're correlated (I just went back to the DB I'm trying to send you and played forward, and sure enough - there was an engine failures).

BTW, when I come back after exiting from the hang, all my sensor contacts re-establish themselves on the next increment (in case this info helps you understand where in the update time sequence it's happening).

[EDIT - LATER] Oh well, so much for that theory.  I've hit several hangs since posting, and of course the maintenance failures stopped happening right after I posted.  I did notice that mining and fuel production are being updated, but not construction when it hangs.

John
« Last Edit: April 11, 2009, 05:21:38 PM by sloanjh »
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #93 on: April 11, 2009, 04:06:41 PM »
Here's a weird one - my fleets are displaying Heisenberg-esque qualities, i.e. their behavior changes depending on if I'm looking at them :oops:

John
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #94 on: April 11, 2009, 04:14:12 PM »
Wrong task is selected when doing a "Delete Task" on the shipyard screen in "schedule" mode.  Also the "schedule" mode list doesn't seem to get refreshed when adding or deleting tasks.

John
 

Offline Beersatron

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Re: 4.0b Bugs
« Reply #95 on: April 12, 2009, 07:50:40 PM »
I am getting the following event spam from the civilians as they try to colonize a newly opened world.

[attachment=0:uj3yavcx]civilian_spam.JPG[/attachment:uj3yavcx]
 

Offline Cassaralla

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Re: 4.0b Bugs
« Reply #96 on: April 13, 2009, 08:17:49 AM »
I set one of my task forces on the Follow order and left the minimum distance at 0 for a full interception of a fleeing NPR vessel (it was a coloniser, didn't find that out until after I'd destroyed it though . . . war crimes anyone?).  Every time I advanced the game by 5 seconds I got an Overflow error for every ship in the pursuing fleet until the target was destroyed.
 

Offline Cunak

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Re: 4.0b Bugs
« Reply #97 on: April 13, 2009, 10:59:44 AM »
I started a new game after deleting the older one.  Set up was PreTN and instead of the usual 'PDC ICBM Complex' I ended up with 5 'PDC Geo Survey' ships that I used to perform a geo survey of the Sol system prior to completing TN research.  The 'PDC Geo Survey' class was even listed as a construction build option on the industrial tab.  IIRC Geo Survey was a class name in the previous game.

My civilians are also littering the system with dozens of abandoned fleets.  I've found a way to stop the spam by using the events filter but shouldn't the program delete the fleets?
 

Offline schroeam

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Re: 4.0b Bugs
« Reply #98 on: April 13, 2009, 02:45:40 PM »
Quote from: "Cassaralla"
I set one of my task forces on the Follow order and left the minimum distance at 0 for a full interception of a fleeing NPR vessel (it was a coloniser, didn't find that out until after I'd destroyed it though . . . war crimes anyone?).  Every time I advanced the game by 5 seconds I got an Overflow error for every ship in the pursuing fleet until the target was destroyed.

This happened to me when I had two of my warships following a civilian freighter just for smegs and grins.  The next 5-day the program hung.  I closed out and restarted.  The date was one day later, but the events list had four days after that (the original 5-day started on the 16th, the system map showed the 17th and events were posted for the 21st).  I tried another 5-day and it still hung.  I closed out and saw that there were events posted for the 18th, but the official date was still the 17th.  I tried a 1-day and it still hung.  I have since just abandoned that game, as I wasn't very far along anyway (no jump point theory) and started a new game.  If this happens again I'll post more specifics.

Adam.
 

Offline Sotak246

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Re: 4.0b Bugs
« Reply #99 on: April 13, 2009, 09:22:32 PM »
Just had a wierd time problem, one of my survey ships was spotted by and NPR who sent out a fleet.  I figure, good bye surveyer, but they close the distance to 0 then follow my surveyer as he attempted to run(that was a no go they were faster).  The bug was that once they showed up the time advance went screwy.  If I advanced the time by 5sec - 5min it worked fine, but any other advancement it would only advance 11 min.  This 11min advance happened no matter what time increment I had the sub-impulses on or if I had it off.  The time increment went back to normal once the surveyer followed standing orders and self-destructed.

Mark
 

Offline James Patten

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Re: 4.0b Bugs
« Reply #100 on: April 14, 2009, 06:15:36 AM »
Very minor bug.

When officers are automatically re-assigned, they have their qualifying skill in parenthesis behind the reassignment: Commander Charles has been assigned to DD Roberts (Crew Training Rating 50%).  For crew with Terraforming as qualifying skill, there's no beginning paren but there's an ending paren: ...assigned to TR Roberts Terraforming Rating 50%).
 

Offline Beersatron

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Re: 4.0b Bugs
« Reply #101 on: April 14, 2009, 09:07:53 AM »
Quote from: "Beersatron"
I am getting the following event spam from the civilians as they try to colonize a newly opened world.

[attachment=0:3o6ih6wj]civilian_spam.JPG[/attachment:3o6ih6wj]

This was due to me deleting the colony ship class that the civilians had been building. I didn't realise that when deleting the class you also delete the actual ships in the universe - cascade delete by foreign key?

I had no more of that type left and even though I had set it to obsolete I prefer to keep my ship class list neet and tidy so remove any classes that are long gone!
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #102 on: April 14, 2009, 10:44:33 AM »
Quote from: "Beersatron"
Quote from: "Beersatron"
I am getting the following event spam from the civilians as they try to colonize a newly opened world.
This was due to me deleting the colony ship class that the civilians had been building. I didn't realise that when deleting the class you also delete the actual ships in the universe - cascade delete by foreign key?

I had no more of that type left and even though I had set it to obsolete I prefer to keep my ship class list neet and tidy so remove any classes that are long gone!
Yes, cascade delete. A lot of the information for each ship is held at the class level, so if you delete the class I have to delete the ships or you will get errors everywhere when the program looks for data that no longer exists.

I had already added a check to v4.1 that will stop you doing this :). It occured to me that this exact situation might arise and a player may not realise the implications of deleting a class. The alternative is to obsolete the class instead of deleting it and then click the hide obsolete classes checkbox. This tidies up the list but keeps the classes.

If you know how to access the database, you can delete the empty civilian fleets. If not, PM me.

Steve
 

Offline SteveAlt

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Re: 4.0b Bugs
« Reply #103 on: April 14, 2009, 10:46:48 AM »
Quote from: "James Patten"
Very minor bug.

When officers are automatically re-assigned, they have their qualifying skill in parenthesis behind the reassignment: Commander Charles has been assigned to DD Roberts (Crew Training Rating 50%).  For crew with Terraforming as qualifying skill, there's no beginning paren but there's an ending paren: ...assigned to TR Roberts Terraforming Rating 50%).
Fixed for v4.1

Steve
 

Offline sloanjh

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Re: 4.0b Bugs
« Reply #104 on: April 15, 2009, 08:16:59 PM »
It looks like there's an off-by-one error (or maybe it's a feature :-) ) when calculating the speed of (passive?) contacts.  If you change the time-scale of increments (1 sub-interval) from e.g. 1 hour to 5 seconds, the first step after the change the contact shows a huge speed.  If the current position is X_0, the one before that X_1, before that X_2, then I strongly suspect that it's using X_1 - X_2, rather than X_0 - X_1 when calculating the speed, i.e. it's using a 1-hour distance divided by 5-second time.  Growing the timescale makes it riduculously small.

John