End of turn issues

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Re: End of turn issues

Postby SnotlinG » Tue Feb 12, 2013 12:29 pm

Hah! Just found one reason this could happen. In teamgames when a ruin had been searched, this would cause the gamesync code to stop working, meaning that endturn would just be hanging.

I think I have seen this bug in non-teamgames also, so please let me know if/when you face it again, and what type of game that is :-)
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Re: End of turn issues

Postby Experix » Sat Mar 02, 2013 10:40 am

Happened to me (endless pop-up please wait, saving game data) now in 38189. I was probably the last one to end turn, though I don't know it for sure, because Igor was making his move in the same time as me.
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Re: End of turn issues

Postby SnotlinG » Sat Mar 02, 2013 11:14 am

I have seen this once more myself also.
It is most likely depending on some action your teammate is doing. Do you know if he did something unusual during his turn?
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Re: End of turn issues

Postby KGB » Sat Mar 02, 2013 3:05 pm

Maybe there is unsaved movement? I know if I plot movements for stacks and don't hit the 'move' button and try to exit the page I get the 'warning there are unsaved moves' pop-up. Maybe it happens if the other player has done that and the game is trying to deliver that pop-up to a player who has long ago left.

KGB
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Re: End of turn issues

Postby SnotlinG » Mon Mar 04, 2013 3:29 pm

It is the gameengine that hangs when it tries to sync out updates that your teammate has done onto your screen. like move of units, battles, ruins etc.
Just trying to find exactly when it is hanging. Have added some more logging for this so maybe I will get lucky soon.

Unit paths are not sent across to teammates though, as that is not something happening on the screen (so we can save resources/bandwidth by not sending it out :-)).
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Re: End of turn issues

Postby Experix » Sat Mar 09, 2013 10:48 am

Happened once again in the game 38189, turn 10, if it may help.
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Re: End of turn issues

Postby SnotlinG » Sun Mar 10, 2013 9:46 am

Thanks, since I have added logging I was now able to find one small bug thanks to your report.
Code has been updated, so lets see if it happens again :-)

Thanks!
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