zhyrohaad / AlasiyaEvE

Public repo for bug tracking the private Alasiya-EvE codebase
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Some modules can't handle the removal of their target #101

Open ryllae opened 4 years ago

ryllae commented 4 years ago

I should get broken things to recycle.

zhyrohaad commented 4 years ago

i'll review this again. last time i tested it, was working very well, but no telling what's changed in the mean time.

ryllae commented 4 years ago

I salvaged about a dozen wrecks, got nothing. The rats were created with .spawn, but they dropped loot correctly, so I figured their wrecks should salvage correctly too.

zhyrohaad commented 4 years ago

oh. that may be the reason. server code does loot according to wreck ship type only. owner, corp, and faction data is already figured into the loot tables, so rats spawned and using .spawn yield same effects. however, salvage is done according to wreck type, rat faction/corp/owner, and system sov. when using the .spawn command, the rat's owner, corp, and faction are barely hacked just to avoid server complaining, but salvage wont process correctly. i was planning on testing rat spawns tonite, so i'll look into that also to verify belt spawn rats will give salvage. as long as spawned rat wrecks drop salvage, im fine with it. player wrecks use same generation code for salvage.

ryllae commented 4 years ago

I'll go sit in a belt tomorrow and see if I can get some rats to appear. I keep crashing the server and popping back to base, so I haven't seen any that I didn't make myself.

I'll also see if I can check whether server spawned rats are in the right location RE: https://github.com/zhyrohaad/AlasiyaEvE/issues/74 though I wouldn't mind having .spawn fixed a bit so I can have more bullet sponges for testing.

zhyrohaad commented 4 years ago

from my recent testing, the spawn system for belt rats is considered complete.....till i break it again. however, there isnt much that affects it, so #74 shouldnt be an issue in belts, unless the warp bug rises again. i'll look at .spawn when i get time to go thru it and the salvage checks.
it may/may not be soon.

zhyrohaad commented 4 years ago

adding data required for salvage processor was easy to implement. main updated

ryllae commented 4 years ago

The loot flows, but if you have multiple salvagers on a single target, you get segfaults. Might be because when one succeeds the rest crash? See https://github.com/zhyrohaad/AlasiyaEvE/issues/114

ryllae commented 4 years ago

This also applies to strip miners. The bug is that active modules can't handle the removal of their target.

zhyrohaad commented 4 years ago

I changed how active modules processed target destruction early this morn (21feb) so this will need further review and testing. I'll post when I have an update.

zhyrohaad commented 4 years ago

this seems to be fixed, and has been pushed to main

ryllae commented 4 years ago

Multiple salvagers on one target still segfault after the wreck is removed.

zhyrohaad commented 4 years ago

touch

ryllae commented 4 years ago

Tested on dev eb777b: The most consistent way I can reproduce this (which isn't 100%): is to equip 8 salvagers on a noctis, and activate them all at once (so they all complete nearly at once).

zhyrohaad commented 4 years ago

As noted in #123, there is a major proc error with modules.
This wasn't noticed until I dug deeper based on your bug report and method to reproc. Currently no ETA

zhyrohaad commented 4 years ago

fixed and updated

ryllae commented 3 years ago

Took my noctis out to test #123, but I crashed the server when my salvager completed. Not sure if it was another salvager or the tractor beams that wigged out.

ryllae commented 3 years ago

Duplicated again with stripminers. get a hulk, target 3 strip miners are the same 'roid. will crash, presumed issue with null target.

zhyrohaad commented 3 years ago

this works beautifully on dev. tested on multiple occasions. will run tests on main and report.