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 Fighit desynch disconnects 
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Unread post Fighit desynch disconnects
If you're moving around and someone hits a fig next to you and you hit a fig they've just laid, some kind of confusion takes place. It acts like it believes one of the users is a ghosted node? The user is immediately disconnected and when they log back in the fighter(s) they took out are back again (replaced by the system, not the other player).

This strange bug has been used a lot recently in unlims. Any kind of "fighter hit follow" script can chase down another player and after enough time, that other player will get knocked out of the game. This is really annoying unless you've got an auto-relog script running, which has made this style of play a bit dishonest.

This happens mostly in unlims, but I've seen something similar happen in a turns game on a jumpgate beta. They were planet gridding around and we planet gridded adj, then right into them. One of their active players was knocked offline, right as we came in... not exactly the best place to be kicked offline.

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Thu Dec 20, 2007 10:31 pm
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If this is being used with some regularity, it should be easy for me to reproduce. The question is whether it is timing-related and requires some special combination of scripts, or if it's possible for me to reproduce it at keys. I need a list of steps required to reproduce the bug, and if a script is being used, please post that.

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Fri Dec 21, 2007 10:56 am
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Unread post 
Very frequently used. There are a couple players that love doing it during a truce game to slow others down.

There are a few scripts out there. I don't have any that are public, but I'm sure someone can post one. Lonestar has a "TAG" script that a lot of unlim players use for exactly this purpose. All it does is wait for a fighter hit message, gets the course, then "lawnmows" out to it macroing something like "m1234**za9999*fz1*zcd*" for every sector between the player and the fighit.

The rest is just chance. Have someone else running a worldcash script, like worldSSM or worldSST, have a 2nd player chase them, and eventually it'll happen. I've not been able to get it down to a precise "do this, then this, then that" order, but some players have. Talk w/ Zarkahn and his group, they use it on some games.

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Fri Dec 21, 2007 6:04 pm
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Unread post 
It occurs when 2 people attempt to wipe out eachothers figs right as the game updates in the same sector. Ie; Player A hits Player B's figs and lays in the same burst, and Player B hits Player A's figs and lays in the same burst. It seems theres a completely random chance for either to happen.

I've ran into this problem with these 3 scripts:

Lonestar's "YourIt" v352a (http://vgdomination.com/YourItv352a.cts)
RammaR's UnFigged Gridder (http://vgdomination.com/Ram_Unfigged_Gridder.cts)
Wildstar's Unexplored Sector Scout (http://vgdomination.com/5_Wildstar's%20 ... 0Scout.cts)


The problem requires at least 2 people running these scripts together with eachother, and a 3rd person hitting figs. Or 2 people running a gridder against eachother and it happens to lay past itself. Or one person gridding, and one person running tag, or any combination.

My guess is that the game is trying to update the fighits too fast and the single-burst changes against the players are causing it to lose track and desynch the players. The player kicked is usually the person who was in the sector before the gridder/tag came in, but sometimes both will get kicked as well.


Fri Dec 21, 2007 10:36 pm
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One theory I have is just that the sector lock is being held long enough that one player times out and drops. Whenever a player is updating something like fighter count, the sector record is locked, and anyone else attempting to change the same fighter count must wait for that lock to be released. If multiple people are updating the sector record multiple times, it's possible for one to continue to grab the lock while the other continues to wait, causing it to reach the timeout and to drop. This should probably generate a log entry to the effect that the player timed out accessing the sector record. Can anyone show me the log entry generated by the player that drops?

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Sat Dec 22, 2007 1:09 am
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Unread post 
Dunno exactly what you mean, but here's it happening in-game at least:

Code:
Deployed Fighters Report Sector 6092: -Z I P-'s Intimidator entered sector.
 
Command [TL=00:00:00]:[13404] (?=Help)? :
<Re-Display>
 
Sector  : 13404 in uncharted space.
Ports   : Ibn Daud Primus, Class 1 (BBS)
Warps to Sector(s) :  1149 - 16661 - 17747 - 19754 - (19798)
 
Command [TL=00:00:00]:[13404] (?=Help)? : F
<Drop/Take Fighters>
 
You have 324,813 fighters available.
Your ship can support up to 325,000 Fighters, leaving 0
How many fighters do you want defending this sector?  1
Should these be (C)orporate fighters or (P)ersonal fighters? C
Should they be (D)efensive, (O)ffensive or Charge a (T)oll ? D
Done. You have 324,812 fighter(s) in close support.
 
Command [TL=00:00:00]:[13404] (?=Help)? : 16661
<Move>
Warping to Sector 16661
 
Sector  : 16661 in uncharted space.
Ports   : New Lutum, Class 3 (SBB)
Fighters: 1 (belong to Corp#3, --<The Jagged Edge>--) [Toll]
Warps to Sector(s) :  578 - 7615 - 13404 - 14904 - 19428
 
You have to destroy the fighters or pay their toll to remain in this sector.
 
Your fighters: 324,812 vs. theirs: 1
Deployed Fighters Report Sector 6092: -Z I P- is attacking!
 
-Z I P- destroyed 1 of your fighters in sector 6092
 
Option? (A,D,I,R,P,?):? A
<Attack>
How many fighters do you wish to use (0 to 60,000) [0]? 9999
You lost 2 fighter(s)
You destroyed 1 enemy fighters.
 
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---
Code:
Command [TL=00:00:00]:[605] (?=Help)? : 9768
<Move>
Warping to Sector 9768 
 
Sector  : 9768 in uncharted space.
Ports   : Hor Annex, Class 8 (BBB)
Fighters: 1 (belong to Corp#3, --<The Jagged Edge>--) [Defensive]
Warps to Sector(s) :  605 - 9342 - 13503 - 18506
 
You have to destroy the fighters to remain in this sector.
 
Your fighters: 324,689 vs. theirs: 1
Deployed Fighters Report Sector 4328: -Z I P-'s Intimidator entered sector.
 
Option? (A,D,I,R,?):? A
<Attack>
How many fighters do you wish to use (0 to 60,000) [0]? 9999
You lost 2 fighter(s)
You destroyed 1 enemy fighters.


---

Code:
D
<Re-Display>
 
Sector  : 10653 in uncharted space.
Ports   : Veritech II, Class 1 (BBS)
Fighters: 1 (belong to your Corp) [Defensive]
Warps to Sector(s) :  8210 - 9200
 
Deployed Fighters Report Sector 7417: -Z I P-'s Intimidator entered sector.
Deployed Fighters Report Sector 7417: -Z I P- is attacking! 
-Z I P- destroyed 1 of your fighters in sector 7417
Deployed Fighters Report Sector 523: Fuzzy Little Animal's EXECUTOR entered sect
or.
 
Command [TL=00:00:00]:[10653] (?=Help)? :
:
FM > 10653
   TO > 7417
10653 > 8210 > 7417
 
 
: ENDINTERROG
 
Deployed Fighters Report Sector 523: Fuzzy Little Animal is attacking!
 
Command [TL=00:00:00]:[10653] (?=Help)? :
 
Sub-space radio (45535): [<ENTER> for multiple lines]
 
Fuzzy Little Animal destroyed 1 of your fighters in sector 523
 
'[TAG] -> 7417!
 
Message sent on sub-space channel 45535.
 
Command [TL=00:00:00]:[10653] (?=Help)? :
<Re-Display>
 
Command [TL=00:00:00]:[10653] (?=Help)? : M
<Move>
 
To which Sector ? 10653
 
 
Command [TL=00:00:00]:[10653] (?=Help)? : Z
Do you want instructions (Y/N) [N]? No
 
Command [TL=00:00:00]:[10653] (?=Help)? :
<Re-Display>
 
Command [TL=00:00:00]:[10653] (?=Help)? : F
<Drop/Take Fighters>
 
How many fighters do you want defending this sector?  1
Should these be (C)orporate fighters or (P)ersonal fighters? C
Should they be (D)efensive, (O)ffensive or Charge a (T)oll ? D
Done. You have 324,472 fighter(s) in close support.
 
Command [TL=00:00:00]:[10653] (?=Help)? :
<Re-Display>
 
Command [TL=00:00:00]:[10653] (?=Help)? : M
<Move>
 
To which Sector ? 8210
 
 
Option? (A,D,I,R,?):? A
<Attack>
 
How many fighters do you wish to use (0 to 60,000) [0]? 60000
You lost 1 fighter(s)


And that's me kicking both of us using LoneStar's.


Sat Dec 22, 2007 3:06 am
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Unread post Same Here
I have seen this happen ofter on MTW during gridding wars. I think it has also caused other players to be ejected from other games that are not where the offending script is.

I also hate the way these scripts slow down the performance of the server across all games. It would be nice to be able to change some Global settings to be different per game.

For Example Max Commands/per cycle. Most players like this set hi, but then in Gridding Wars, everyone suffers. I would like to be able to lower it in the games where/when the grid wars are occuring.

ANother global variable I'd like to see changed is the "Days till Deleted" I would like to have some games last longer and others to have shorter times.

There are a few other Globals that probably be seperated as well.

Thanks,
Data

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Sun Dec 23, 2007 10:50 am
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Unread post 
That change is already done for the upcoming beta. Several global config settings have been made local to give gameops greater flexibility.

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Sun Dec 23, 2007 6:49 pm
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Unread post Sink the Sync
Okay. I'd like assure everyone that getting booted by TAG is a side effect (btw new versino on Grimy's. Merry HoHo). The script does alot more than meets the eye.

Back to bugs...

It seems that this type of sync-error can occur in just about any place in the TWGS system if things are done at exactly the same time. Case and Point: me and someone else both used my NewGame-Script to get into a game after a Bang, setup serperate Corps and SS', Mow to dock. What occured was we both got onto Corp 1, had seperate SS channels *and* corp Passwords. figure that out :lol:

[EDIT] I should point out that I was the CEO, and the other kewl-dude had ship #1.

Lone

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Mon Dec 24, 2007 10:22 am
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Unread post 
There are checks in place to address simultaneous commands in most places, but it's obviously missing in some areas. If two players attempt to drop or take sector figs, for example, the game handles that fine. I just need to identify these other areas so I can lock them down.

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Mon Dec 24, 2007 11:51 am
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Unread post Re: Fighit desynch disconnects
its not just LS's Tag... any 2 scripts thats happen to hit same sector and try to kill/deploy figs it will happen..
Tag just increases the odds to 90% of 2 scripts hittin the same sector at the same time...
On dial up... From what i see, I'm normally just killing the enemy sector fig when I get kicked to Server Menu screen...
Sometimes its me, sometimes its the enemy, sometimes its both of us...

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Wed Jan 02, 2008 7:30 pm
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Unread post Re: Fighit desynch disconnects
Truce til V says "0"
problem solved.

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Wed Apr 16, 2008 7:44 pm
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Unread post Re: Fighit desynch disconnects
No, no it doesn't. Consider 2 people pgridding around, one team grids up to another and knocks them off... goes in, good bye. Death by bug use. I've seen it happen.

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1. TWGS server @ twgs.navhaz.com
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Wed Apr 16, 2008 8:06 pm
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Unread post Re: Fighit desynch disconnects
I'm coming into this a bit after the fact
but this bug was reported over a year ago - does the thread being active mean it hasn't yet been fixed?


Thu Apr 17, 2008 12:41 pm
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Unread post Re: Fighit desynch disconnects
Quote:
I'm coming into this a bit after the fact but this bug was reported over a year ago - does the thread being active mean it hasn't yet been fixed?


December '07 was when it was reported. It was known (and exploited by some) before then. It's been exploited about a year or so I guess. And you are correct, it has not been fixed.

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May the unholy fires of corbomite ignite deep within the depths of your soul...

1. TWGS server @ twgs.navhaz.com
2. The NavHaz Junction - Tradewars 2002 Scripts, Resources and Downloads
3. Open IRC chat @ irc.freenode.net:6667 #twchan
4. Parrothead wrote: Jesus wouldn't Subspace Crawl.

*** SG memorial donations via paypal to: dpocky68@booinc.com
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Thu Apr 17, 2008 2:27 pm
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