From: SourceForge.net <no...@so...> - 2008-01-25 14:14:12
|
Bugs item #1852259, was opened at 2007-12-17 04:18 Message generated for change (Settings changed) made by geoffthemedio You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion Status: Open Resolution: None Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) >Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 14:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 03:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 10:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-17 20:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 04:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-01-25 23:26:22
|
Bugs item #1852259, was opened at 2007-12-17 13:18 Message generated for change (Comment added) made by doctorvangogh You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion Status: Open Resolution: None Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Alexander Milenz (doctorvangogh) Date: 2008-01-26 00:26 Message: Logged In: YES user_id=649776 Originator: NO I think I've encountered the same bug in 0.3.1-RC7. Loading a certain savegame & hitting 'turn' will invariably hang on 'Downloading new game state'. I can supply the save game if this helps solving the bug. Console output is: HumanClientApp::HandleMessage(HOST_SP_GAME) HumanClientApp::HandleMessage(GAME_START) HumanClientApp::HandleSaveGameDataRequest(SAVE_GAME) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) 1201303061 ERROR : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "Der E/A-Vorgang wurde wegen eines Threadendes oder einer Anwendungsanforderung abgebrochen." ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 23:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 12:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 19:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-18 05:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 13:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-02-09 17:09:26
|
Bugs item #1852259, was opened at 2007-12-17 04:18 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion Status: Open Resolution: None Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-02-09 09:09 Message: Logged In: NO I get this same error, but it stops at the PLAYER_ELIMINATED line. I do not get the Python AI messages. ---------------------------------------------------------------------- Comment By: Alexander Milenz (doctorvangogh) Date: 2008-01-25 15:26 Message: Logged In: YES user_id=649776 Originator: NO I think I've encountered the same bug in 0.3.1-RC7. Loading a certain savegame & hitting 'turn' will invariably hang on 'Downloading new game state'. I can supply the save game if this helps solving the bug. Console output is: HumanClientApp::HandleMessage(HOST_SP_GAME) HumanClientApp::HandleMessage(GAME_START) HumanClientApp::HandleSaveGameDataRequest(SAVE_GAME) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) 1201303061 ERROR : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "Der E/A-Vorgang wurde wegen eines Threadendes oder einer Anwendungsanforderung abgebrochen." ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 14:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 03:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 10:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-17 20:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 04:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |
From: SourceForge.net <no...@so...> - 2008-02-09 20:18:07
|
Bugs item #1852259, was opened at 2007-12-17 06:18 Message generated for change (Comment added) made by tzlaine You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion >Status: Closed >Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Zach Laine (tzlaine) Date: 2008-02-09 14:18 Message: Logged In: YES user_id=729903 Originator: NO Fixed in Subversion. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-02-09 11:09 Message: Logged In: NO I get this same error, but it stops at the PLAYER_ELIMINATED line. I do not get the Python AI messages. ---------------------------------------------------------------------- Comment By: Alexander Milenz (doctorvangogh) Date: 2008-01-25 17:26 Message: Logged In: YES user_id=649776 Originator: NO I think I've encountered the same bug in 0.3.1-RC7. Loading a certain savegame & hitting 'turn' will invariably hang on 'Downloading new game state'. I can supply the save game if this helps solving the bug. Console output is: HumanClientApp::HandleMessage(HOST_SP_GAME) HumanClientApp::HandleMessage(GAME_START) HumanClientApp::HandleSaveGameDataRequest(SAVE_GAME) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) 1201303061 ERROR : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "Der E/A-Vorgang wurde wegen eines Threadendes oder einer Anwendungsanforderung abgebrochen." ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 16:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 05:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 12:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-17 22:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 06:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |
From: SourceForge.net <no...@so...> - 2011-04-01 02:44:19
|
Bugs item #1852259, was opened at 2007-12-17 12:18 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion Status: Closed Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2011-04-01 02:44 Message: Index.. WTF? :) ---------------------------------------------------------------------- Comment By: Zach Laine (tzlaine) Date: 2008-02-09 20:18 Message: Logged In: YES user_id=729903 Originator: NO Fixed in Subversion. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-02-09 17:09 Message: Logged In: NO I get this same error, but it stops at the PLAYER_ELIMINATED line. I do not get the Python AI messages. ---------------------------------------------------------------------- Comment By: Alexander Milenz (doctorvangogh) Date: 2008-01-25 23:26 Message: Logged In: YES user_id=649776 Originator: NO I think I've encountered the same bug in 0.3.1-RC7. Loading a certain savegame & hitting 'turn' will invariably hang on 'Downloading new game state'. I can supply the save game if this helps solving the bug. Console output is: HumanClientApp::HandleMessage(HOST_SP_GAME) HumanClientApp::HandleMessage(GAME_START) HumanClientApp::HandleSaveGameDataRequest(SAVE_GAME) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) 1201303061 ERROR : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "Der E/A-Vorgang wurde wegen eines Threadendes oder einer Anwendungsanforderung abgebrochen." ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 22:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 11:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 18:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-18 04:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 12:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |
From: SourceForge.net <no...@so...> - 2011-04-22 12:07:16
|
Bugs item #1852259, was opened at 2007-12-17 12:18 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion Status: Closed Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2011-04-22 12:07 Message: Index.. Not so bad :) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2011-04-01 02:44 Message: Index.. WTF? :) ---------------------------------------------------------------------- Comment By: Zach Laine (tzlaine) Date: 2008-02-09 20:18 Message: Logged In: YES user_id=729903 Originator: NO Fixed in Subversion. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-02-09 17:09 Message: Logged In: NO I get this same error, but it stops at the PLAYER_ELIMINATED line. I do not get the Python AI messages. ---------------------------------------------------------------------- Comment By: Alexander Milenz (doctorvangogh) Date: 2008-01-25 23:26 Message: Logged In: YES user_id=649776 Originator: NO I think I've encountered the same bug in 0.3.1-RC7. Loading a certain savegame & hitting 'turn' will invariably hang on 'Downloading new game state'. I can supply the save game if this helps solving the bug. Console output is: HumanClientApp::HandleMessage(HOST_SP_GAME) HumanClientApp::HandleMessage(GAME_START) HumanClientApp::HandleSaveGameDataRequest(SAVE_GAME) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) 1201303061 ERROR : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "Der E/A-Vorgang wurde wegen eines Threadendes oder einer Anwendungsanforderung abgebrochen." ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 22:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 11:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 18:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-18 04:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 12:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |
From: SourceForge.net <no...@so...> - 2011-04-28 03:12:44
|
Bugs item #1852259, was opened at 2007-12-17 12:18 Message generated for change (Comment added) made by nobody You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 Please note that this message will contain a full copy of the comment thread, including the initial issue submission, for this request, not just the latest update. Category: Server Group: Latest Subversion Status: Closed Resolution: Fixed Priority: 8 Private: No Submitted By: Nobody/Anonymous (nobody) Assigned to: Zach Laine (tzlaine) Summary: Game crashes after AI defeated Initial Comment: After i moved one of my ships to a system containing an AI controlled planet, the game is stuck on "Downloading new game state" screen. freeorion.log says: 2007-12-17 13:13:52,731 ERROR Client : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "End of file" Console output: HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) error at or after the indicated point on line 16: graphic = "icons/specials_tiny/homeworld.png" HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) Cleaning up / destructing Python AI Cleaning up / destructing Python AI Cleaning up / destructing Python AI ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2011-04-28 03:12 Message: Index.. Huh, really? :) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2011-04-22 12:07 Message: Index.. Not so bad :) ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2011-04-01 02:44 Message: Index.. WTF? :) ---------------------------------------------------------------------- Comment By: Zach Laine (tzlaine) Date: 2008-02-09 20:18 Message: Logged In: YES user_id=729903 Originator: NO Fixed in Subversion. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2008-02-09 17:09 Message: Logged In: NO I get this same error, but it stops at the PLAYER_ELIMINATED line. I do not get the Python AI messages. ---------------------------------------------------------------------- Comment By: Alexander Milenz (doctorvangogh) Date: 2008-01-25 23:26 Message: Logged In: YES user_id=649776 Originator: NO I think I've encountered the same bug in 0.3.1-RC7. Loading a certain savegame & hitting 'turn' will invariably hang on 'Downloading new game state'. I can supply the save game if this helps solving the bug. Console output is: HumanClientApp::HandleMessage(HOST_SP_GAME) HumanClientApp::HandleMessage(GAME_START) HumanClientApp::HandleSaveGameDataRequest(SAVE_GAME) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(COMBAT_START) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_ROUND_UPDATE) HumanClientApp::HandleMessage(COMBAT_END) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(TURN_PROGRESS) HumanClientApp::HandleMessage(PLAYER_ELIMINATED) 1201303061 ERROR : ClientNetworking::NetworkingThread() : Networking thread will be terminated due to disconnect exception "Der E/A-Vorgang wurde wegen eines Threadendes oder einer Anwendungsanforderung abgebrochen." ---------------------------------------------------------------------- Comment By: Christopher Glass (tribaal) Date: 2008-01-12 22:57 Message: Logged In: YES user_id=357035 Originator: NO Commenting out said code block did not fix the problem for me... Could you please post your working code? - Trib' ---------------------------------------------------------------------- Comment By: Karl Chen (quarl) Date: 2007-12-28 11:38 Message: Logged In: YES user_id=599526 Originator: NO I encountered the same thing. I suspect the culprit the following code; disabling it fixes the problem: void ServerFSM::HandleNonLobbyDisconnection(const Disconnection& d) { //.... //.... if (m_server.m_networking.empty() || m_server.m_ai_clients.size() == m_server.m_networking.NumPlayers()) { Logger().debugStream() << "ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating."; Sleep(2000); // HACK! Pause for a bit to let the player disconnected and end game messages propogate. m_server.Exit(1); } } With 1 human and 4 AI players (i.e. single-player), after player #4, an AI player, is eliminated, m_networking.NumPlayers() is 4 but m_ai_clients.size() is still 4, not 3. I don't see any items ever removed from m_ai_clients. So the problem may be an incorrect assumption by HandleNonLobbyDisconnection() regarding the contents of m_ai_clients, or m_ai_clients not being updated somewhere else. It's probably tricky to use m_ai_clients anyway if that represents live child processes, as the child process will still be running immediately after it disconnects. A more robust check might be to count the number of non-AI players still connected (is that possible?). There's a similar check in MPLobby::react(). Also, a more visible error message would be nice for this exit condition (errorStream instead of debugStream?). For now I just #ifdef-out the check above and the game runs fine. Best, Karl http://www.freeorion.org/forum/viewtopic.php?f=9&t=1977 ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-19 18:24 Message: Logged In: NO This may or may not be a related problem, but when I attempt to move on from Turn 111 to Turn 112 it hangs on "Downloading New Game State..." Nothing I do (including nothing) will get me to turn 112. I have the latest Mac OS X build. ---------------------------------------------------------------------- Comment By: Geoff Topping (geoffthemedio) Date: 2007-12-18 04:19 Message: Logged In: YES user_id=913462 Originator: NO >From the server log, after moving a Mark I into an enemy system: 2007-12-17 18:37:37,694 DEBUG Server : Empire::ConquerBuildsAtLocationFromEmpire: conquering items located at 63 to empire 0 2007-12-17 18:37:40,338 DEBUG Server : ServerApp::ProcessTurns : Player 3 is marked as a loser and dumped 2007-12-17 18:37:40,338 DEBUG Server : ServerFSM::HandleNonLobbyDisconnection : All human players disconnected; server terminating. 2007-12-17 18:37:42,341 FATAL Server : Initiating Exit (code 1 - error termination) The server seems to be dumping the player when an AI loses. ---------------------------------------------------------------------- Comment By: Nobody/Anonymous (nobody) Date: 2007-12-17 12:19 Message: Logged In: NO Forgot to mention: I am using the SVN build 624 (GiGi) and 2261 (freeorion) ---------------------------------------------------------------------- You can respond by visiting: https://sourceforge.net/tracker/?func=detail&atid=544942&aid=1852259&group_id=75752 |