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Official Core: 097 2008-02-26
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Multi bug
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Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Sat Jul 29, 2006 3:13 pm    Post subject: Multi bug Reply with quote

I have a very strange problem.

If I am in realm-britannia and I place a multi it gets duplicated in britannia_alt and vice versa, not all of it however. The dynamic items,. signs doors etc., don't. This happens for houses and boats alike. The duplicate multi is removed when I demolish the house or drydock the boat.

I believe this is a bug in the 96 core but I am not totally sure.

I am using POL 95 house scripts modified to include the realm parameter in the "create" lines. I checked to be sure the realm parameter was included in the code.

I have tested this on POL 96.1 and the upcoming candidate for POL 96.2.

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Sat Jul 29, 2006 7:33 pm    Post subject: Reply with quote

Thanks mate. I'll check into soon as I can.

Also, please email me the housing system you are using. I will use it for my testing in this also.

And btw, how is the testing going otherwise, on what I discussed with you? Smile

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Sun Jul 30, 2006 3:32 pm    Post subject: Reply with quote

I haven't had anything disappear. The carpet and gold etc. seem to be there everytime I go to the multi. I have done realm to realm jumps, logged in and out from one realm or another, recalled to the house, logged out by it, walked away till it is off screen and walked back and not encountered any problems. My staff has not reported any trouble either. So it seems to have fixed the problem.

I have to tell you it was testing for you that revealed the bug I found. If it is a bug that is. It was one of the realm moves that I found the multi duplicate. I'll get the 95 converted housing system off to you in a few minutes.

BTW thanks for the opportunity to test that core for you. If nothing else maybe because of it you'll get this other multi thing figured out for me. I wonder if anyone else has seen this problem.

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Sun Jul 30, 2006 8:54 pm    Post subject: Reply with quote

np mate, and thanks for doing extensive testing. Sometimes, things require more testing than us devs can give to changes. I am glad there are people like you, tek, unreal, danielle, oldngrey, and a few others I have dealt with in the past, that offer extensive help when needed. I can't say enough, how much it means to myself, when people step forward to go that extra mile on beta tests. It makes our jobs worth it even more.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Mon Jul 31, 2006 4:26 pm    Post subject: Reply with quote

I'm glad I am able to give back in some way. The truth be known I haven't done much in extensive testing. I feel a bit, I don't know, bad I guess because I can't do more. I'd really like to work more on the Distro script development but frankly there's been a lot of organization changes to the way they work and I don't do change well. That's no criticism to Austin and the "team". It's me what has trouble with too many changes at once.

Anyway, I got your email and I'll try what you suggested.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Mon Jul 31, 2006 5:57 pm    Post subject: Reply with quote

OK Maud.

Sent you an email with details of my testing.

In a nutshell this seems to be confined between britannia and britannia_alt. No other realms seem to be affected. It does not duplicate a multi in Ilshenar when placed in Malas for example. Nor does the duplication occur from britannia to any other realm except britannia_alt.

I even tried changing britannia_alt's name to world_alt per your suggestion and the duplicate still happens.

I am beginning to wonder if this is a client side issue.

Anyway, hope this helps.

Author Message
MuadDib
POL Developer


Joined: 13 Feb 2006
Posts: 830
Location: Indiana, USA

PostPosted: Tue Aug 01, 2006 4:27 am    Post subject: Reply with quote

Next phase.

1.) Have you saved the world state, then checked your multi data file to see if duplicates was "SAVED"?

2.) To either case, also, try running a ListMultisInBox for the area the "duplicate" is found at also. See if it "really" exists, or if it is just being sent to the client.

If it is NOT saved, then there should be no "real" duplicate. Same if not found with ListMultisInBox command. Which means the core is misreading info when updating client (BAD BAD!).

We are narrowing this bugger down I think Smile

P.S. Glad to hear the other testing though, went perfect. I am willing to bet though, that the "fix" might have caused this. Have you verified it by trying to duplicate this bug with the official 096.1 core?

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Aug 01, 2006 6:02 am    Post subject: Reply with quote

Oh yes as I recall I did recompile using 96.1 but I'll test that again just in case my memory is incorrect.

I'll try a ListMultisINBox check. The client/server seem to "believe" the multi exists because I can walk up into the duplicate. Also I find it odd that the dynamic items (signs and doors etc) do not duplicate. It only seems to be the multi components.

Never looked at the multidata file yet but I will now.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Aug 01, 2006 6:09 am    Post subject: Reply with quote

Real quick - the multi exists only in the realm it was placed. There is no duplicate listed in the multis.txt data file.

Back to testing a few more things...

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Aug 01, 2006 6:33 am    Post subject: Reply with quote

OK Maud, here's the story.

I recompiled using core 96.1 to be sure the problem existed there.

Now when I drop the multi and immediately move to the alt britannia I see the dupe. I can walk up into it and for all intents it exists. Now if I stay there in the realm and walk away til the multi is off screen then walk back it is gone and there is no evidence ut was there. I can walk through the area it occupied unimpeded.

Now I pop back to where the multi really exists and then back to the alt realm and the dupe exists again. I walk away and walk back and its gone.


Will now test the same thing under the 96.2 core and get back to you.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Aug 01, 2006 6:48 am    Post subject: Reply with quote

Test under core 96.2 are the same as above.

Also here is my multi-test code using the ListMultisInBox command

Code:

use uo;

program  textcmd(who)
var mexist := ListMultisInBox ( who.x, who.y, who.z, who.x + 100, who.y + 100, who.z, who.realm);
  if (len(mexist))
    SendSysMessage (who, "Yep theres a multi here");
endif
endprogram


It produced a response only in the realm where the multi was placed. No output for the realm where the dupe was created. My position when using this command was just above the top corner of the multi or dupe multi.

So it seems the error has to do with realm switching and the multi graphics persisting after a realm transfer. The server does wipe the graphics once they are off the game widow and everything is alright. Guess it isn't as bad as I had originally thought atleast.

Author Message
Xadhoom



Joined: 26 May 2006
Posts: 30

PostPosted: Tue Aug 01, 2006 12:36 pm    Post subject: Reply with quote

if you check your Z coordinate when climbing the stairs of the "duplicated" multi, you will notice that is alwas 0 and not increasing. It's just the client that shows you walking up, but for the server you are always on the ground

oh and i didn't tested this, i just speak for experience, try it Wink

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Aug 01, 2006 5:00 pm    Post subject: Reply with quote

That seems to be the case Xadhoom.

I have wondered from the beginning whether this might be a client issue.

For those interested in seeing the phenomenon I am talking about here is my MoveToRealm script:

Code:

use uo;

program textcmd_bcast( who, text )
    MoveObjectToLocation (who, who.x, who.y, 0, text);
endprogram


Save the above script as mtr.src and compile it. Move to brittania realm. Then go to Green Acres or some suitable place for adding a multi house or go water and place a boat in the water. Now enter .mtr britannia_alt
You will see the duplicated multi. Walk away til it is off screen then walk back and it's gone. The same thing occurs if the multi is placed in the britannia_alt realm as well.

I wonder if sending a refresh packet to the client upon moving to the new realm might fix this. Maybe a Season packet. I would try that but we are working with a custom map and I don't know how those season packets work with the statics switching and all. If they make the assumption that the original map is in place it might mess us up.

Author Message
Marilla



Joined: 02 Feb 2006
Posts: 329

PostPosted: Tue Aug 01, 2006 11:44 pm    Post subject: Reply with quote

You might try just bouncing off some other location when switching from brit to brit_alt; Move the PC to the new realm at 0, 0 or any other location where there aren't any items, to keep it as fast as possible, and then move them back to the original coords on the new realm. A temporary fix, at least, until the core can do whatever it must to fix it.

Author Message
Yukiko



Joined: 02 Feb 2006
Posts: 1094
Location: Southern Central USA

PostPosted: Tue Aug 01, 2006 11:50 pm    Post subject: Reply with quote

Yeah. I think I panicked too early on this one. If I had discovered walking away wiped the graphic data from the client I would have been less concerned. My original thought was that the multi dupe was somehow permanently placed there instead of being a graphical anomaly.

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