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Turn 1 isn't ending!

Ferdi's Hearth of Darkness African scenario

Turn 1 isn't ending!

Postby BeckettTheIncompeten » Mon Mar 10, 2014 10:20 pm

Seems to be a bug in which turn 1 just keeps repeating itself from about the 8 minute mark! (I think yesterday 24 hours was added too!)

Any ideas of why this is happening?
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Re: Turn 1 isn't ending!

Postby Major Nimrod » Mon Mar 10, 2014 11:24 pm

It's the Twilight Zone ! :lol:

Seriously though, I'm currently to Africa GT10 and there is 4 minutes left before turn change.

I'll repost in a few minutes to say what happens.
"Big Brother is watching you" - George Orwell
"Shh! I'm Hunting Wabbits" - Elmer Fudd
"What a Nimrod" - Bugs Bunny

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Re: Turn 1 isn't ending!

Postby Major Nimrod » Mon Mar 10, 2014 11:31 pm

Well, Davide connected less than a minute before turn change. I watched the clock run down to 0 seconds.

Then... nothing. No reset or change. Just stuck. Davide typed "something's wrong" and that's the last message. I'm disconnecting just in case he needs to restart the server instance or modify the save game file and reload it.
"Big Brother is watching you" - George Orwell
"Shh! I'm Hunting Wabbits" - Elmer Fudd
"What a Nimrod" - Bugs Bunny

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Re: Turn 1 isn't ending!

Postby Davide » Tue Mar 11, 2014 12:14 am

Solved.

What was happening was the server repeatedly crashing after reaching the turn-change between turn 1 and 2, thus restarting from the last few minutes of turn 1, perpetually. At every restart the timeout was set to 10 minutes, which is the minimal that GT is allowed to set.
The crash was artificially caused by an assert failure in the source of Freeciv, triggered by those new player's technologies which yesterday I assigned to some players after Ferdi asked me for. The assert failure was lamenting that some newly-acquired techs were already know by players, which is an inconsistency most likely caused by my edit.

I temporarily removed the assert, just to cross the turn-change, then I reinserted it again:
Code: Select all
// techtools.c line 270 circa
fc_assert_ret(tech_found == A_FUTURE
                || (vap && player_invention_state(plr, tech_found)
                    != TECH_KNOWN));
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Re: Turn 1 isn't ending!

Postby BeckettTheIncompeten » Tue Mar 11, 2014 1:58 am

Thanks a lot for the quick fix Davide!

I'll make sure to remember that one anytime I need a few more minutes to finish things up...
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Re: Turn 1 isn't ending!

Postby Major Nimrod » Tue Mar 11, 2014 2:40 am

Sounds familiar...

I encountered a similar problem during the testing for the WWI scenario: nations were researching techs that they already had, causing the game to crash at the turn change.
"Big Brother is watching you" - George Orwell
"Shh! I'm Hunting Wabbits" - Elmer Fudd
"What a Nimrod" - Bugs Bunny

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