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Replays of Games Stuck in Infinite Loop

Scheduled Pinned Locked Moved Game Issues and Gameplay questions
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  • J
    Jip
    last edited by 9 Aug 2024, 08:14

    @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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    • J
      Jip
      last edited by 9 Aug 2024, 08:51

      @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
        Rama
        last edited by 9 Aug 2024, 18:12

        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
          LightWire
          last edited by LightWire 15 Aug 2024, 04:30

          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
            LightWire
            last edited by LightWire 15 Aug 2024, 06:11

            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
              LightWire
              last edited by 18 Aug 2024, 23:32

              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
                LightWire
                last edited by 19 Aug 2024, 22:04

                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
                  LightWire
                  last edited by 23 Aug 2024, 06:08

                  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
                    Rama
                    last edited by 27 Aug 2024, 04:04

                    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
                      LightWire
                      last edited by 28 Aug 2024, 05:53

                      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
                        Rama
                        last edited by 29 Aug 2024, 03:01

                        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
                          Rama
                          last edited by Rama 30 Aug 2024, 05:05

                          @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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