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Posted: 01 Dec 2010, 01:22
by jaredy
Just wondering if this will be fixed for the updated openspace for SFS2x?
Btw I was able to simulate the error on
http://www.openspace-engine.com/static/ ... /advanced/
Posted: 01 Dec 2010, 08:44
by Bax
jaredy, can you describe again what error you have been able to see in our online demo? I think there was some misunderstanding on our side. Please describe the steps you were doing. Thanks
Posted: 01 Dec 2010, 11:10
by gl0om
One more interesting fact about this issue:
After a crazy clicking around finally my avatar stucks near the wall in walking animation.
Then I joined a room with second client. On this client I saw the first avatar NOT in the same tile as on the first client. It was standing in tile I clicked last time before avatar stucks.
I clicked again another tile on the first client - nothing changed, BUT on the second client avatar began it's motion!
(
http://www.openspace-engine.com/static/ ... /advanced/)
Posted: 01 Dec 2010, 12:49
by jaredy
bax wrote:jaredy, can you describe again what error you have been able to see in our online demo? I think there was some misunderstanding on our side. Please describe the steps you were doing. Thanks
no worries. This is a screenshot of the error
I was simply clicking around randomly on the edge, on the same spot as the avatar was walking.
http://simplistika.com/files/oserr.png
bax: I have a feeling you may not be experiencing enough latency to simulate the error.
Posted: 02 Dec 2010, 04:55
by jaredy
the line causing the error is probably something like
Code: Select all
dispObjCont.contains(someDisplayObj);
and the error is a result of someDisplayObj being null... so why not just do
Code: Select all
if (someDisplayObj != null)
dispObjCont.contains(someDisplayObj);
wouldn't that suppress the error? at least its a quick and dirty temporary fix.
then again of course I think it could be far more complex than this.. and you would probably want to find out why it was null in the first place.
Posted: 02 Dec 2010, 13:26
by Bax
Ok.
Testing our online demo extensively, we have been able to reproduce a number of times the issue. The problem was related to the way the movement queue was handled during path change.
We have now modified this part of OpenSpace implementing a more reliable system (hopefully).
The online demo was updated. We are no more able to reproduce the bug, but it is difficult to say because sometimes it took a looot of clicking around before it happened.
We ask your help in testing the new fix. Please report issues here.
Thank you.
Posted: 02 Dec 2010, 23:58
by jaredy
thanks bax awesome job.
now when can we get the updated version

Posted: 03 Dec 2010, 06:37
by Bax
jaredy, did you test the updated demo? Any issues?
Posted: 03 Dec 2010, 06:41
by jaredy
bax wrote:jaredy, did you test the updated demo? Any issues?
so far so good.
Posted: 03 Dec 2010, 07:38
by gl0om
Everything seems to be fine! Thanks!