Server Development
Posts: 605
Joined: Tue Mar 25, 2014 6:47 pm
Current Bugs and other Known Problems
hello all.
as you may or may not be aware, i have introduced player drones to main server. this system is working quite well, and current status is on code status page.
i have also updated multiple other systems for long-running errors, which has made pve and other gameplay better.
with that said, here are known bugs and general problems with current code that i am aware of.
mining drones need asteroids. the asteroid belt spawning system seems to be working well. belt grow is iffy at best (6h timer)
best way to replenish asteroids right now is to wipe the entire belt. i can solo a belt in my hulk in 3-4 hours. be careful with jetcans...the timer is <2h.
combat drones need rats. as the current rat spawn system was written over 10 years ago, i really need to revisit it for a possible rewrite.
while it works, i have recently found some errors with completely wiping waves....it is currently spitting out 3 waves and then gets stuck. i dont know why yet.
however, if you find a good spawn, chain-spawning works quite well. find a system with >4 belts and have at it. be careful in lo and nullsec. bigger spawns hit hard.
while writing unique destiny for drones, i found errors with some core systems. after fixing these, other systems built on these core systems are starting to get wonky.
because i wrote everything based on the core we had (and didnt know enough to fix the core), i wrote what worked. however, changing the core altered the behavior of most the systems i've written, as they expect shared data of consistent types and ranges.
so now, because i've altered some core things, they are working more as intended, which renders some of the systems i've written to become confused.
there are some ive been able to drastically speed up, which plays havoc with some client calls...some calls are timed, where others are called from a repsonse to other calls.
by speeding up the processing, some calls are now our of order, which confuses the client.
this shows up as desync and weird ship behaviors.
also, i have noticed other ship movement problems after fixing desitny last month. sometimes ship actions are called before ship variables have completely initialized.
this appears in ships that align much faster or slower than they should. i.e. my hulk had an align time of ~3s on one test, which lead to almost instawarp. was weird.
on another test, something screwed up so bad my hulk's align time was better than 80s. this also affects acceleration, so it took over 5m to run from one side of a belt to the other....and still never got to full speed of 88m/s.
warp distances, times, and positions were damn close, until i found bracket errors with our core number system. after fixing this, more weird things began to happen.
so, i'll have to review this, and all other things that rely on these core systems (packet decoding, basic number/math ssytems, packet sending, and all python objects - which are the base of packet data).
jumping doesnt seem to be affected, or not that i've noticed.
if you find anything else that isnt acting right, please post bug report to let me know.
thanks
~me
as you may or may not be aware, i have introduced player drones to main server. this system is working quite well, and current status is on code status page.
i have also updated multiple other systems for long-running errors, which has made pve and other gameplay better.
with that said, here are known bugs and general problems with current code that i am aware of.
mining drones need asteroids. the asteroid belt spawning system seems to be working well. belt grow is iffy at best (6h timer)
best way to replenish asteroids right now is to wipe the entire belt. i can solo a belt in my hulk in 3-4 hours. be careful with jetcans...the timer is <2h.
combat drones need rats. as the current rat spawn system was written over 10 years ago, i really need to revisit it for a possible rewrite.
while it works, i have recently found some errors with completely wiping waves....it is currently spitting out 3 waves and then gets stuck. i dont know why yet.
however, if you find a good spawn, chain-spawning works quite well. find a system with >4 belts and have at it. be careful in lo and nullsec. bigger spawns hit hard.
while writing unique destiny for drones, i found errors with some core systems. after fixing these, other systems built on these core systems are starting to get wonky.
because i wrote everything based on the core we had (and didnt know enough to fix the core), i wrote what worked. however, changing the core altered the behavior of most the systems i've written, as they expect shared data of consistent types and ranges.
so now, because i've altered some core things, they are working more as intended, which renders some of the systems i've written to become confused.
there are some ive been able to drastically speed up, which plays havoc with some client calls...some calls are timed, where others are called from a repsonse to other calls.
by speeding up the processing, some calls are now our of order, which confuses the client.
this shows up as desync and weird ship behaviors.
also, i have noticed other ship movement problems after fixing desitny last month. sometimes ship actions are called before ship variables have completely initialized.
this appears in ships that align much faster or slower than they should. i.e. my hulk had an align time of ~3s on one test, which lead to almost instawarp. was weird.
on another test, something screwed up so bad my hulk's align time was better than 80s. this also affects acceleration, so it took over 5m to run from one side of a belt to the other....and still never got to full speed of 88m/s.
warp distances, times, and positions were damn close, until i found bracket errors with our core number system. after fixing this, more weird things began to happen.
so, i'll have to review this, and all other things that rely on these core systems (packet decoding, basic number/math ssytems, packet sending, and all python objects - which are the base of packet data).
jumping doesnt seem to be affected, or not that i've noticed.
if you find anything else that isnt acting right, please post bug report to let me know.
thanks
~me