New test build (b89e) that might reduce lagouts

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labmice00
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Re: New test build (b98e) that might reduce lagouts

Post by labmice00 »

I got this error when trying to join a game. Never happened again though.

Code: Select all

---- Battlezone II Log File ----
//=====================================================
App version: bzone b89e Jun 20 2011 21:23:37
Windows version: Windows Version: 5.1.2600 'Service Pack 2' PlatformID=2

Last few battlezone.log lines (may or may not be relevant):
DIAG|         NetCommands:2187 |18:54:37|1221836|Server has different private & public IPs: 1
DIAG|         NetCommands:2204 |18:54:37|1221836|Gamespy says gotta do natneg. Trying that.
DIAG|          SessionMgr:592  |18:54:37|1221838|pSessionAddr = '24.22.240.184:17770'. pNiceName = 'RaiDer'. directJoin = 0
DIAG|       GamespyNatNeg:332  |18:54:37|1221840|Started natneg w/o errors, cookie = 1278671
DIAG|GamespyServerBrowser:718  |18:54:37|1221840| Successfully sent NatNeg cookie (1278671) to server - 24.22.240.184:17770
ERR |       GamespyThread:918  |18:54:44|1227894|Not in gamespy thread. Cur=3856, Main=3856, GSThread=2708
ERR |                 log:1826 |18:54:44|1227927|abort() requested from '.\network\GamespyThread.cpp':919
DIAG|                 log:1827 |18:54:44|1227952|End of line...
(done)

Exception code: 40000015 {Fatal Application Exit}
%hs

Message :  Unhandled Exception
Error occurred at 6/22/2011 18:54:50.
C:\Program Files\Battlezone 2 EX\bzone.exe, run by Owner.
C:\Program Files\Battlezone 2 EX\bzone.exe, run by Owner.
CPU: 2 processor(s),               Intel(R) Pentium(R) 4 CPU 3.00GHz
     x86 Family 15 Model 3 Stepping 4
Process Memory :   1558 MB free out of   2048 MB total
Physical memory:    492 MB free out of   1022 MB total
Page(swap) file:   1950 MB free out of   2465 MB total
This exe is using 128 MB (87 MB dlmalloc), peak use 171 MB

Fault address:  0060B7F6 01:0020A7F6 C:\Program Files\Battlezone 2 EX\bzone.exe

Registers:
EAX:00000000
EBX:00000001
ECX:00000000
EDX:7C90E514
ESI:06F76B20
EDI:00666CA0
CS:EIP:2000001B:0060B7F6
SS:ESP:72660023:05E8E074  EBP:05E8E0C0
DS:5E80023  ES:600023  FS:5E8003B  GS:6F70000
Flags:00000202

Call stack:
Address  Offset1  Offset2  Module              SourceFile
0060B7F6 +0020B7F6 000000B6 bzone            (bzone): : BZ2Abort

004E49B1 +000E49B1 00000062 bzone            (bzone): : GamespyThread::VerifyInGamespyThread

004E1B57 +000E1B57 000001ED bzone            (bzone): : std::_Push_heap<std::_Vector_iterator<std::basic_string<char,std::char_traits<char>,std::allocator<char> >,std::allocator<std::basic_string<char,std::char_traits<char>,std::allocator<char> > > >,int,std::basic_string<char,std::char_traits<char>,std::allocator<char> >,bool (__fastcall*)(std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &,std::basic_string<char,std::char_traits<char>,std::allocator<char> > const &)>

0058BCE6 +0018BCE6 00000117 bzone            (bzone): : NNCancel

0058BE5D +0018BE5D 0000006F bzone            (bzone): : NNThink

0058E645 +0018E645 00000008 bzone            (bzone): : ServerBrowserThink

004E2E1D +000E2E1D 00000037 bzone            (bzone): : GamespyServerBrowser::ProcessServerListScan

004F54E1 +000F54E1 000000E5 bzone            (bzone): : NetManager::Process

0045B751 +0005B751 0000002D bzone            (bzone): : ShellHandler::Process

005FA82F +001FA82F 000001BF bzone            (bzone): : RunCodes::Process

00601D34 +00201D34 00000064 bzone            (bzone): : Main::MessagePump

0044AD0F +0004AD0F 000004F1 bzone            (bzone): : HandledMain

0044A9C1 +0004A9C1 000001A3 bzone            (bzone): : HandledMain

00447962 +00047962 0000005E bzone            (bzone): : WinMain

005A9431 +001A9431 00000191 bzone            (bzone): : fabs

7C816FE7 +00016FE7 00000049 kernel32         (kernel32): : RegisterWaitForInputIdle


General Hoohah
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Re: New test build (b98e) that might reduce lagouts

Post by General Hoohah »

GSH wrote:What you describe one post up sounds like what I've worked on for 89d and 89e. Try them. Really. They won't bite.

-- GSH
I already did, and they're great! Again I really appreciate the work you do. I think more people need to say that too you. :D

I have to apologize though... I could SWEAR on my great grandmothers grave you said you had no intention of releasing anything before the next official patch release, so I thought you expected people to just settle for a few different lag fix tests. I was like... wtf. LOL Misunderstanding. Sorry. :(
Fulmen
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Re: New test build (b98e) that might reduce lagouts

Post by Fulmen »

Yet another perfectly good (and for ONCE actually balanced) strat ruined by 6.1's lag bullshit. I'm giving this "b98e" a try, although nobody has it because it's not called 6.2. Hope it's worth it.
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Nielk1
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Re: New test build (b98e) that might reduce lagouts

Post by Nielk1 »

Fulmen wrote:although nobody has it because it's not called 6.2. Hope it's worth it.
A paradox isn't it. If people test it, and one of them works, it becomes 6.2, but only 4 or so people test it.

At least this means that everyone whom complains has only to blame themselves for they refused to test it and thus refused to advance the development of a fix.
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Ded10c
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Re: New test build (b98e) that might reduce lagouts

Post by Ded10c »

It means nobody has the grounds to complain that we're not working fast enough any more. Glad of that.

Weren't you saying you should be a tester, Fulmen? Well, this is the build all the testers are currently working on. Now's your chance.
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Re: New test build (b98e) that might reduce lagouts

Post by Fulmen »

AHadley wrote:Weren't you saying you should be a tester, Fulmen? Well, this is the build all the testers are currently working on. Now's your chance.
I suggested that a long time ago before realizing that strat has a nearly zero priority in the development of 1.3.

Anyway, I find b98e slightly more stable. FIXME bug's still there. 3v3 strat just got **** because of it. One guy left, game spammed FIXME and everyone got "kicked" out of the game.

Also yet another new bug, and this wasn't in the release pb6.1: blinking now creates huge lag/warp for the blinker. I had my recy rushed by maulers and couldn't blink to save it because my warrior would lag back to the starting point each time. This happened about 5 times before I finally was able to blink without the game warping me back to my starting point.

I'll post a log of it as soon as I figure out which one of these it is.
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Red Devil
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Re: New test build (b98e) that might reduce lagouts

Post by Red Devil »

Fixme messages are of great interest. we had some lagouts last night in our strats, but no reports of Fixme's.

the chatlogs (bz2installroot\logs\ )have most of the resync/gamestate and debugging messages in them.

you can e-mail them to GSH.

thanks for helping :geek:
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Red Spot
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Re: New test build (b98e) that might reduce lagouts

Post by Red Spot »

Fulmen wrote:
AHadley wrote:Weren't you saying you should be a tester, Fulmen? Well, this is the build all the testers are currently working on. Now's your chance.
I suggested that a long time ago before realizing that strat has a nearly zero priority in the development of 1.3.
You talk too much with people you shouldnt listen too. :D
The aim of 1.3 isnt strat, and it also isnt to forget about strat. (But I guess some make it rather easy for GSH to forget about the strat-aspect. Wonder why? ;))
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Zax
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Re: New test build (b98e) that might reduce lagouts

Post by Zax »

Fulmen wrote:
AHadley wrote:Weren't you saying you should be a tester, Fulmen? Well, this is the build all the testers are currently working on. Now's your chance.
I suggested that a long time ago before realizing that strat has a nearly zero priority in the development of 1.3.

Anyway, I find b98e slightly more stable. FIXME bug's still there. 3v3 strat just got **** because of it. One guy left, game spammed FIXME and everyone got "kicked" out of the game.

Also yet another new bug, and this wasn't in the release pb6.1: blinking now creates huge lag/warp for the blinker. I had my recy rushed by maulers and couldn't blink to save it because my warrior would lag back to the starting point each time. This happened about 5 times before I finally was able to blink without the game warping me back to my starting point.

I'll post a log of it as soon as I figure out which one of these it is.
Logs from that would be EXTREMELY helpful as that is the issue that is holding up release.
General Hoohah
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Re: New test build (b98e) that might reduce lagouts

Post by General Hoohah »

Nielk1 wrote:
Fulmen wrote:although nobody has it because it's not called 6.2. Hope it's worth it.
A paradox isn't it. If people test it, and one of them works, it becomes 6.2, but only 4 or so people test it.

At least this means that everyone whom complains has only to blame themselves for they refused to test it and thus refused to advance the development of a fix.
The old saying comes to mind. "You can lead a horse to water, but you can't make him drink."

The average person is lazy and stupid, its a fact. They figure, "If I download this then I can't join any games, and my friends can't join mine.", so they don't get it. But what they don't realize is, that thinking that way is the problem and if everyone does it then the problem will never get fixed. So they complain and bitch, but don't want to do anything about it even though the answer to the problem is practically slapping them across the face. They see that 89e game every day, but don't download it, so they have no right to complain and their idiotic behavior is actually damaging the patch, the game, and the community... not the problem that was already solved by someone who did all the work, but is only rewarded with bitch fits.

I have no problem installing E. I have all three separate versions.
Tomas
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Re: New test build (b98e) that might reduce lagouts

Post by Tomas »

Message deleted
Last edited by Tomas on Thu Jun 30, 2011 3:10 pm, edited 1 time in total.
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Zax
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Re: New test build (b98e) that might reduce lagouts

Post by Zax »

General Hoohah wrote:
Nielk1 wrote:
Fulmen wrote:although nobody has it because it's not called 6.2. Hope it's worth it.
A paradox isn't it. If people test it, and one of them works, it becomes 6.2, but only 4 or so people test it.

At least this means that everyone whom complains has only to blame themselves for they refused to test it and thus refused to advance the development of a fix.
The old saying comes to mind. "You can lead a horse to water, but you can't make him drink."

The average person is lazy and stupid, its a fact. They figure, "If I download this then I can't join any games, and my friends can't join mine.", so they don't get it. But what they don't realize is, that thinking that way is the problem and if everyone does it then the problem will never get fixed. So they complain and bitch, but don't want to do anything about it even though the answer to the problem is practically slapping them across the face. They see that 89e game every day, but don't download it, so they have no right to complain and their idiotic behavior is actually damaging the patch, the game, and the community... not the problem that was already solved by someone who did all the work, but is only rewarded with bitch fits.

I have no problem installing E. I have all three separate versions.
When it comes to rapid fire builds like this, overwriting the old one with the new is the norm, rather than having all versions clogging up space.

If you're serious about this, which it would seem, maybe you'd like to stick with us for the long haul :ugeek:
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Red Devil
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Re: New test build (b98e) that might reduce lagouts

Post by Red Devil »

been playing some strats recently :o :? :lol: and it is....different.
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Re: New test build (b98e) that might reduce lagouts

Post by Commando »

Pb1 was the only build that got strat attention. That's because most of the strat players threw a hissy fit and left when pb2 was started up. GSH made one experimental change, and everyone got up in arms and left. Ever since then, noone from the strat community jumped on board for testing.
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Re: New test build (b98e) that might reduce lagouts

Post by Fulmen »

Ok, here are the logs of my games in b89e so far: http://www.mediafire.com/?34c08d6wa7l8mvu
Red Devil wrote:been playing some strats recently :o :? :lol: and it is....different.
Yes, RD was with us for a few games. Blink lag happened at least once with him present but I'm not sure if he realized it. We were fighting 2 warriors that had blink and it lagged and warped the whole game. Got the bastards anyway though. :mrgreen:

Here's a part of what the blink lag/warp that I experienced in another game seems to look like in the logs:

Server NoteTimeskew: at 5152882, i = 2, diff = -22
Server NoteTimeskew: at 5152882, i = 3, diff = -21
Server NoteTimeskew: at 5152882, i = 4, diff = -1
Server NoteTimeskew: at 5152882, i = 5, diff = -2
Server NoteTimeskew: at 5153861, i = 1, diff = 0
Server NoteTimeskew: at 5156864, i = 2, diff = -19
Server NoteTimeskew: at 5156864, i = 3, diff = -19
Server NoteTimeskew: at 5156864, i = 5, diff = 0
Server NoteTimeskew: at 5157858, i = 4, diff = 8
Server NoteTimeskew: at 5158865, i = 1, diff = 1
Server NoteTimeskew: at 5160882, i = 2, diff = -21
Server NoteTimeskew: at 5160882, i = 3, diff = -19
Server NoteTimeskew: at 5160882, i = 5, diff = 3
Server NoteTimeskew: at 5162869, i = 4, diff = 2
<Cotiso>: they fixed the lang
<Cotiso>: they fixed the lang
Server NoteTimeskew: at 5163866, i = 1, diff = 1
Server NoteTimeskew: at 5164883, i = 2, diff = -14
Server NoteTimeskew: at 5164883, i = 3, diff = -22
Server NoteTimeskew: at 5164883, i = 5, diff = 1
<Cotiso>: now we get blink lag
<Cotiso>: now we get blink lag
Server NoteTimeskew: at 5167866, i = 4, diff = 4
Server NoteTimeskew: at 5168868, i = 1, diff = 1
Server NoteTimeskew: at 5168868, i = 2, diff = -17
Server NoteTimeskew: at 5168868, i = 3, diff = -20
Server NoteTimeskew: at 5168868, i = 5, diff = 2
All -> [Fulmen]: which they caused
All -> [Fulmen]: which they caused
Server NoteTimeskew: at 5172873, i = 2, diff = -19
Server NoteTimeskew: at 5172873, i = 3, diff = -20
Server NoteTimeskew: at 5172873, i = 4, diff = 0
Server NoteTimeskew: at 5172873, i = 5, diff = 0
Server NoteTimeskew: at 5173862, i = 1, diff = 1

I'm not sure that's the lag. The log might not record it at all. I couldn't find the FIXME being recorded either, guess I'll just have to fraps it and upload the vid if I get the chance.

Also, gamestate checks seem more frequent than in pb5.1 and pb6.
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