Open SantjagoCorkez opened 3 years ago
first.....orbit is hacked. it will not work as expected. when testing things that use orbit, please enable the "position hack" switch in config. ships will 'jump' and rubberband, because server updates client on item positions for every tic, but all positions will be (mostly) accurate.
now, basic questions...... is this for all anom, or only a certain type? how about belt rats? do they do the same thing? is this any particular system or secStatus?
and for the worrying part.....
buggy weapons?
no target (as seen in overview), yet still firing.
fire cycling continued after charges depleted.
this really disturbs me. weapons were 98%+ complete.
so, to debug (if you're so inclined) here's some pointers. (not the scary kind in c++ lol)
all these systems have varying details in logs and can be (dis/en)abled in any combination.
npc ships:
warping msgs displayed via DESTINY__WARP_TRACE
and NPC__MESSAGE
spawn msgs displayed via SPAWN__POP
and SPAWN__TRACE
ai msgs displayed via NPC__AI_TRACE
pc ships (namely weapons)
Mod Online/Offline, charge loading, range testing, and linking responses displayed via MODULE__MESSAGE
activeModule function calls, Mod timer setting, Load calls, Effects msgs, LoadCharge logic data displayed via MODULE__TRACE
target system msgs will give details on targets.
see TARGET
section for more info.
quick overview of code processing in relation to current bug (for tracking) for anomalies.... 1) system boot -> anomaly creation -> npc creation in anomaly -> npc ai determines actions npc's 'stationed' in anomalies do not warp in. (code and notes for belt rats to warp into anomalies at a later date) they may display some info in spawn logs (i dont remember offhand) 2) scan -> warp to anom -> land in bubble -> ai check distance/aggro -> npc approach/lock -- multiple ai msgs when pc land in bubble concerning distance/aggro. -- target msgs for both pc and npc start before either are yellowboxed. -- following your description, you may have movement and warp msgs at this point. (but shouldnt) -- ai trace will log all actions
i would suggest doing actions and weapons as separate log items. destiny, ai, module and others get very noisy.
for weapon debugging, enable message and trace in module section. these logs are for pc modules only. can combine target and module logs for timeline of events if you're really adventurous, enable ai, target, module, npc, and destiny warp to see how they are all working together....or bugging.
let me know what ya come up with and we'll go from there.
cheers
I can confirm (as of 927b5ab) that combat anomalies seem to "work" ok. (In terms of them existing, and rats being there that shoot at you) The reason you get locked and shot at whilst in warp to the site is because of exiting destiny/warp issues.
The server (and rats) see you "arrive" at the site sometimes up to a minute before the client has you land on grid. (you can also lock targets that appear hundreds of thousands of km away when this happens!) All the flitting about done by said rats is also a bug in the destiny code. Like zhyro said, frequent updates reduce the issue, but cause others.
"Zhy", pls. :) there are a few tic problems with destiny, and this is causing the sync issues you see. we are working on resolving destiny problems, but it wont be fast. i may be able to hack destiny a lil closer till its fixed.
Describe the bug While entering a pirate anomaly you are instalocked while the distance to their ships is more than 200km. After stopping, locking a ship and activating a weapon module the group of ships the target belongs to instantly warps away about 250 000 km. They finally warp out like 15-20 seconds later. The same for any other group of pirate ships left on the site.
To Reproduce Steps to reproduce the behavior:
Expected behavior
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