TodePond / Arroost

arrows in arrows in arrows
https://arroost.com
MIT License
100 stars 8 forks source link

Bug of wireless activity?? #159

Open mahdoosh1 opened 11 months ago

mahdoosh1 commented 11 months ago

I was trying random things and noticed that after making a loop, my phone was getting laggy, and by interacting with non connected nodes, some nodes were getting fired without any relationship between them,

mahdoosh1 commented 11 months ago

Screenshot_20231020-192246.jpg

Screenshot_20231020-192246.jpg

Screenshot_20231020-192242.jpg

mahdoosh1 commented 11 months ago

By clicking on not-connected node, other node gets fired

mahdoosh1 commented 11 months ago

Is this bug or a fature?

TodePond commented 11 months ago

Wire loops are too slow at the moment: https://github.com/TodePond/Arroost/issues/158

And that node that is stuck 'on' is another bug I've seen. Not sure how to reliably reproduce it yet. It would be useful to figure that out! Thanks for testing it out :)

mahdoosh1 commented 11 months ago

Youre welcome! But that node is not stuck, i clicked on it and the node next to it got activated for no reason.

TodePond commented 11 months ago

Oh I see! Thanks for the explanation. Sounds like the delete node didn't properly delete everything. That part of code was very rushed. I'll redo it again soon!

loglot commented 11 months ago

It's Bluetooth!

mahdoosh1 commented 11 months ago

It's Bluetooth!

xD True i guess!

TodePond commented 11 months ago

Still not sure how this is happening 🤷

TodePond commented 10 months ago

@allcontributors add @mahdoosh1 for usertesting

allcontributors[bot] commented 10 months ago

@TodePond

I've put up a pull request to add @mahdoosh1! :tada:

mahdoosh1 commented 9 months ago

not fixed by accident, i hoped this was being fixed without us knowing just like my second issue.

I guess the problem is from calculating if cell A should be fired when cell B will be fired in future, in a loop

Diagram: (@ means a cell or a slot) (F = future connection, P = past connection)

    @A
     P
    /\
    |
    @
     P
    /\
    |
    @  ---> F   @
     F          |
    /\          |
    |           |
    @B  F <---/
mahdoosh1 commented 9 months ago

Problem is about this code but in arroost

anderium commented 8 months ago

Wireless activity becomes an issue in large machines where you use instant wire, because cells can be triggered multiple times when they shouldn't. Especially obvious in wires that go to ArrowsOfColour.

arroost_wireless_reproduction_steps

What I think is happening is indeed related to the code mahdoosh linked. Whenever anything is clicked, it causes a fullFireCell that refreshes all cells, but doesn't actually step to the next beat. Then when the beat happens, these cells fire again, even when they already did because of the user click. It's difficult to say what the expected behaviour should be, preferably only firing the cells that are directly connected with timing === 0 wire. I'm not sure whether those connected cells should have the option to fire again, though.

More specifically in my video, if you click during the aftermath portion when the wire changed you can change it another time, or if you click during the buildup phase of the previous beat.