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Elevator bug please fix

6 Antworten [Letzter Beitrag]
Do, 09/29/2011 - 18:09
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Round-Shinigami

Situation: me and my mate are at terminal. He's standing on elevator I'm standing elsewhere, waiting for level to change to arena (I prefer arenas and can wait 5 minutes).
Problem: he gets disconnected (connection icon) while standing on elevator and the game forces ME to go down!!!

Why am I forced to use elevator if I'm not standing on it?
Why am I forced to use elevator when someone else standing on it gets a disconnect?

The main problem of this bug is you just connected standing there re-equipping (its much easier now thanks to loadouts) and then suddenly you're forced to use elevator before you re-equip... this can be deadly...

Do, 09/29/2011 - 22:10
#1
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Starlinvf
The missing player created a

The missing player created a logical paradox that caused he became simultaneously standing both on and off the platform. This in turn caused a memory allocation bubble to form in the upper portion of unused address space, and filled it with his character data. But the space used by the allocation error probably wasn't very big (they rarely are), and your character data overfilled, resulting in a buffer overflow. This leaked over into the CPU data registers and caused it to overwrite another memory block by mistake, making another write operation hit an access error, and forcing it to find another memory block to write to. Since during a player disconnect, the lack of data flow on the character prop creates a small gap in memory space, and if you take into consideration that the JRE heap size (which is the boundary for how much memory java can actually use) is limited to 256MB, and most of it is probably fragmented, it'll start with the largest contiguous set of blocks it can find and start writing from that address onward. So the overflow from the access error is moved into the block of space that used to contain the data stream for the other player, hits the last open block in the string, and has to put the rest into another open block. The problem is that it tracks this using an address offset from the starting point, but what it doesn't realize is the data start point is where the allocation bubble started... instead it calculates the offset using the original memory address and adds it to the address tables for the data set. The next time the data set is read, the incorrect offset leads the program into reading the memory space used by another chunk of data, and just happen to be the space for your character since they tend to be next to each other. Since it now thinks both of you are standing on the elevator, it starts the script for the end level rewards and the elevator menu.

But seriously.... its probably a glitch unless theres a way to recreate it.

Fr, 09/30/2011 - 07:20
#2
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I can try to recreate it if

I can try to recreate it if you like :)

Fr, 09/30/2011 - 07:38
#3
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Round-Shinigami
Absolutely repeat-able bug. 2

Absolutely repeat-able bug. 2 player party. One stands on elevator, another stands elsewhere. The one standing on elevator gets a disconnect. The one standing elsewhere is forced to use elevator. Just recreated it in clockworks party lobby.
I think the game mistakes left for right, guy standing on elevator and guy disconnected.
Like this: total 2 party members, one party member standing on elevator, one party member disconnected, result: all connected party members standing on elevator.
On disconnect it should re-count connected living players standing on elevator.

Having some programming experience certainly helps understanding how it could be working xD

Fr, 09/30/2011 - 23:40
#4
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Starlinvf
I wonder if its a copy of the

I wonder if its a copy of the code used for the party button. Normally elevators and party buttons will disregard dead/disconnected players from the trigger requirement, but the party buttons will teleport dead bodies onto it when it does. If its not properly validating the status of each player when its doing a body count, and ends up seeing "enough players on the button" that might be what its doing.

I'm gonna go try the party button test with a few guild mates to see if we can get 4 people to test this.

*edit*

No one was on, and couldn't get anyone to pug it. Guess I'll try it later. :\

Sa, 10/01/2011 - 04:38
#5
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Round-Shinigami
Party button works in a

Party button works in a different way. If 3 of 4 are standing on PB and you kick the last one, someone needs to get off the button then walk on it again to make it activate. Elevators don't need this, activate immediately (amount of players standing on elevator = amount of living, connected players; amount of living players standing on elevator isn't re-counted, or such is guess).

Mo, 10/03/2011 - 18:43
#6
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Round-Shinigami
This happened again. 3 guys

This happened again. 3 guys standing on elevator, party of 4, one disconnected.
Problem: one of those standing on elevator was the one disconnected. One active living connected player was not on elevator, (terminal, equipping) yet the elevator forced everyone to go down or up.

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