AncientBeast
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online matches freezing [bounty: 200 XTR]
Some online multiplayer matches that I've played ended by because of game freezing after the blue player ended turn, but game was saying it was my turn, though blue unit was still showing up as active. It might be because of a UI/animation thing or caused by overlapping units due to certain abilities #1804 #1797 - also bad for debugging that online multiplayer replays are broken #1798


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Hey @DreadKnight, I'm still trying to understand where and why the multiplayer freeze issues are occurring. Not being able to reproduce the error using a game scenario makes the debugging very difficult. I also think building a logging system for multiplayer would be very time consuming and seems like overkill at this point
The errors in the screenshots don't makes me think its not a synchronization issue since the match data has to be transmitted and recieved before x and y coordinates are applied. If it's not the match data it's most likely a bug related to the creature abilities. In conclusion, I think more testing needs to be done so the pertinent info can be logged.
The console log that would be useful would be the log message Received match data: {match_id: "7d1138d4-a334-48ea-b9ad-4c566ba84284.", presence: {…}, op_code: 5, data: {…}} data: args: {1: {…}} id: 3 target: {type: "hex", x: 12, y: 4} proto: Object match_id: "7d1138d4-a334-48ea-b9ad-4c566ba84284." op_code: 5 presence: {user_id: "15675dd7-98f2-4fad-b7db-c35c9217e16d", session_id: "5130d1d3-ae10-11eb-8297-688e25b5a5ca", username: "volim"
This will allow me to know what data was received which is causing the error.
The other log message although less likely where the issue is occurring is send match data {match_id: "7d1138d4-a334-48ea-b9ad-4c566ba84284.", op_code: "2", data: {…}} which occurs after the active player moves.
Either one of these log messages will help me better understand what is causing the freezing.
@dreadknight has cancelled funding for this issue.(Cancelled amount: $15.00) See it on IssueHunt
@dreadknight has cancelled funding for this issue.(Cancelled amount: $5.00) See it on IssueHunt
@dreadknight has cancelled funding for this issue.(Cancelled amount: $5.00) See it on IssueHunt
@dreadknight has cancelled funding for this issue.(Cancelled amount: $6.50) See it on IssueHunt
A bounty of 66 XatteR is being offered for fixing this issue. https://www.mintme.com/token/XatteR/intro/airdrop
Ability.activate() should have a no-throw guarantee. But since it doesn't we put it in try-catch.
https://github.com/jessielesbian/AncientBeast/commit/1aefd1a40ed10703961ed1163db40901f3f7bea7
Plus remember all the null reference errors? Optional chaining can help.
https://developer.mozilla.org/en-US/docs/Web/JavaScript/Reference/Operators/Optional_chaining
Opened #2044 which might be related, but focuses on the abilities that move units aspect, hopefully you'll look at it @rianconley