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    Replays of Games Stuck in Infinite Loop

    Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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    • JipJ Offline
      Jip
      last edited by

      After an initial investigation I think it is the same bug that we experienced (and fixed) previously, but now occurring somewhere else too. I have not yet found a fix. I'll need to keep investigating.

      Please keep the replays coming, especially hoping for one that shows the freeze a little sooner 😄

      A work of art is never finished, merely abandoned

      1 Reply Last reply Reply Quote 1
      • R Offline
        Rama
        last edited by

        I've been able to find replays that freeze by comparing the Game Time versus the actual Play Time. Replays that show a Game Time that is around 20 mins to 30 mins, but have a Play Time closer to an hour are usually a replay that has the freeze.

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        • R Offline
          Rama
          last edited by

          This replay is shorter, freezes at 21 mins and 34 sec. One player desyncs at start.

          https://replay.faforever.com/23060971

          So far, it seems all the replays I've come across with freezes are when players are using big unit packs, like Total Mayhem.

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          • JipJ Offline
            Jip
            last edited by

            @Rama the last replay you shared with me desyncs by default. Is it representative of what actually happened?

            A work of art is never finished, merely abandoned

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            • JipJ Offline
              Jip
              last edited by

              @Rama I've made a small pull request that definitively fixes the previous issue that caused simulation freezes, see also #6398.

              I'll update FAF Develop shortly. Best to encourage people to play on FAF Develop, see if the issue still occurs.

              A work of art is never finished, merely abandoned

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              • R Offline
                Rama
                last edited by

                Great work, Jip! I'll have to add an over-powered unit named after you, that levels peoples' bases. Then they can yell at you about it!

                I haven't had much time for hosting, so don't know when I'll be able to try. Will let other players know when I see them. Do the vanilla units not use "SetBallisticAcceleration"? I've only seen the freeze with playthroughs with unit packs.

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                • L Offline
                  LightWire
                  last edited by LightWire

                  Thanks for the research and work put in.

                  Been testing with FAF Develop solo with M28AI. Found 1 situation where no Game freeze, and 2 with game freeze.

                  All game have the exact same settings and set up.

                  Freeze (2 games) - Clues: happens at the end, maybe due to something spawning in near the end game.. Maybe when dooms are spawning. Always happens where there seem to be a lot of units on the map, seems sudden and unexpected, but there doesn't seem to be anything in particular that is noticeably different about the game around the time it occurs.
                  https://replay.faforever.com/23107974
                  https://replay.faforever.com/23107054

                  Fully Completed Game, No Freeze happened -
                  https://replay.faforever.com/23107205

                  Main Mods:
                  AI Wave Survival
                  M28AI
                  Total Mayhem Light
                  BlackOps units and Commanders

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                  • L Offline
                    LightWire
                    last edited by LightWire

                    Posting a replay where the game freezes at a point when there isn't a lot going on on the map.Thought this might make it easier to spot something. The point of the freeze happens when there's basically no air, only after Boss Doom Colossus: Stand Tall death and it starts spawning units.

                    1 Human Aeon, 2 Ally Aeon (M28AI), 1 AI Wave Survival

                    https://replay.faforever.com/23108256

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                    • L Offline
                      LightWire
                      last edited by

                      Replay of a game where the Freeze restarted after 1 player dropped.

                      AI wave survival. 2 human players. Game froze near the end of the game. Purple player disconnected and then the game continued.

                      https://replay.faforever.com/23136485

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                      • L Offline
                        LightWire
                        last edited by

                        Been testing, and it seems that the freeze is happening a lot less frequently. Many games are operating unexpectedly

                        This game is a recent one that froze. I think I enabled the enhanced FAF logger recently based on the responses from another thread, but not sure if that helps.

                        https://replay.faforever.com/23141485

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                        • L Offline
                          LightWire
                          last edited by

                          Posting another example, where the game restarts after a freeze, and some people leave the game.

                          https://replay.faforever.com/23162621

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                          • R Offline
                            Rama
                            last edited by

                            Here is a replay using Blackops and Total Mayhem, that freezes at 45 mins in.

                            https://replay.faforever.com/23191245

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                            • L Offline
                              LightWire
                              last edited by

                              The last error in a game log. Not sure if this is a clue. Game froze right after a Rift landed.

                              \defaultunits.lua(100): access to nonexistent global variable "ACUUnit"
                              stack traceback:
                              [C]: in function `error'

                              https://replay.faforever.com/23198584

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                              • R Offline
                                Rama
                                last edited by

                                So only had seen the infinite loop bug in playbacks with lots of unit packs, but just occurred in a game we were playing with only a few mods. Mod list for the game is:

                                2x Resources,Storage,BuildRate,BuildRange
                                ACU Boost 1.5x
                                AI Wave Survival
                                25% Air Crash Damage
                                All Faction Quantum Gate

                                https://replay.faforever.com/23203884

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                                • R Offline
                                  Rama
                                  last edited by Rama

                                  @Jip

                                  Do you know if this issue has occurred in other games not using the AI Wave Survival mod, or is the issue exclusive AI Wave Survival mod game?

                                  Around the same time as the last FAF Patch, I increased the use of the following code that attaches orbs to a unit's bones. Now all units have a chance at having orbs attached to increase their DPS, depending on player strength. I've also noticed the freeze is most likely to occur during the endgame phase of the game, when many bosses are spawning and they will all have multiple orbs attached.

                                  Here is the code for attaching orbs to units. Note that the script first checks to make sure units have more than 1 bone before calling the function to attach the orbs.
                                  For Land Units:

                                  AttachedLandUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId)
                                      local platOrient = self:GetOrientation()
                                      local location = self:GetPosition()
                                      local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Land')
                                      WaitTicks(2)
                                      StellarCore:AttachTo(self, selfBoneId)
                                      StellarCore:SetCreator(self)
                                      self.Trash:Add(StellarCore)
                                  end
                                  

                                  For Air Units:

                                  AttachedAirUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId)
                                      local platOrient = self:GetOrientation()
                                      local location = self:GetPosition()
                                      local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Air')
                                      WaitTicks(2)
                                      StellarCore:AttachTo(self, selfBoneId)
                                      StellarCore:SetCreator(self)
                                      self.Trash:Add(StellarCore)
                                  end
                                  

                                  For Navy Units:

                                  AttachedNavyUnitSpawn = function(self, selfId, attachedUnitId, selfBoneId)
                                      local platOrient = self:GetOrientation()
                                      local location = self:GetPosition()
                                      local StellarCore = CreateUnit(attachedUnitId, self:GetArmy(), location[1], location[2], location[3], platOrient[1], platOrient[2], platOrient[3], platOrient[4], 'Naval')
                                      WaitTicks(2)
                                      StellarCore:AttachTo(self, selfBoneId)
                                      StellarCore:SetCreator(self)
                                      self.Trash:Add(StellarCore)
                                  end
                                  
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