Hasty Aliance - 1st turn never ends
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Hasty Aliance - 1st turn never ends
I have a problem in Hasty Aliance - 1st turn never ends. This is ONLY with with v0.7.7 & v0.7.8-CVS, v0.7.6 works fine.
Symptoms:
- I do my moves for 1st turn
- Li'sar does hers
- orcs do their moves and then nothing more happens. I can scroll etc. (i.e. normal operations during AI turn)
Meanwhile wesnoth.exe process has around 50% CPU usage and keeps on grabbing more memory.
Symptoms:
- I do my moves for 1st turn
- Li'sar does hers
- orcs do their moves and then nothing more happens. I can scroll etc. (i.e. normal operations during AI turn)
Meanwhile wesnoth.exe process has around 50% CPU usage and keeps on grabbing more memory.
Your bug report lacks all the needed details.
What operating system are you using. If GNU/Linux what distribution? Did you install some pre-packaged binary or did you compile yourself? If you compiled yourself what versions of dependency libraries you have? What optimizations you used when compiling?
- Miyo
What operating system are you using. If GNU/Linux what distribution? Did you install some pre-packaged binary or did you compile yourself? If you compiled yourself what versions of dependency libraries you have? What optimizations you used when compiling?
- Miyo
Win2k Promiyo wrote:What operating system are you using.
- v0.7.6 (the Ok version) - built with VS2003.NETmiyo wrote:Did you install some pre-packaged binary or did you compile yourself? If you compiled yourself what versions of dependency libraries you have?
- v0.7.7 (problem version) - prepackaged Win executable
- v0.7.8-CVS from 2004.05.20 (same problem) - built with VS2003.NET with
- - SDL v1.2.7 devel_VC6
- SDL_image v1.2.3 devel_VC6
- SDL_mixer v1.2.5 devel_VC6
- SDL_net v1.2.5 devel_VC6
- SDL_ttf v2.0.6 devel_VC6
Default ones with VC (can't specify)miyo wrote:What optimizations you used when compiling?
Anything else?
Yep, same over here on Mandrake 9.2. There is a huge amount of text-output during the whole game in the terminal I start Wesnoth from and when the 'never ending turn' runs that output seems to be repeating itself, like in some infinite loop (ain't sure, cause it's coming so fast, but it _looks_ the same...)
same problem (bug 9038)
I reported same problem.
https://savannah.nongnu.org/bugs/?func= ... em_id=9038
I found that Wesnoth is eating memory at that turn... it ate 160megs (then I quit that scenario).
-cipso
https://savannah.nongnu.org/bugs/?func= ... em_id=9038
I found that Wesnoth is eating memory at that turn... it ate 160megs (then I quit that scenario).
-cipso
I'm having the same problem with 0.7.7 with the Mac OS X version running X.3.3 (Build 7F44). Goes into never-neverland after the visible Orcs/Trolls finish their move & uses up as much free processor cycles as it can grab according to "top". Previous versions ran fine (although I sometimes had some sluggishness from time to time). Looks like an OS independent problem.
Jyri
Jyri
It looks like the AI is caught in an infinite loop. It can't get out of ai::do_move(). In particular, it's looping in the acquire villages movement phase. That part calls ai::get_villages(...), which for some reason returns "got_village == true" endlessly.
I'll see if I can figure out why that's happening.
I'll see if I can figure out why that's happening.
Problem fixed in 0.7.8-CVS.
The fix is for get_villages(...) to return true if it *actually* makes a move, not just that it *tried* to make some moves. Otherwise, it got stuck "trying" to make a move forever.
Of course, the real question is why get_village_combinations(...) is getting caught in a loop returning the same invalid moves over and over again. I'm not sure if that needs to be looked into or not; it suggests that that function might not be working properly.
In any case, it's not looping now and the AI seems to be making reasonable moves. I'll save further investigation for another day (or night).
Dave, if you have any ideas what's going on with the new AI village code, let me know.
The fix is for get_villages(...) to return true if it *actually* makes a move, not just that it *tried* to make some moves. Otherwise, it got stuck "trying" to make a move forever.
Of course, the real question is why get_village_combinations(...) is getting caught in a loop returning the same invalid moves over and over again. I'm not sure if that needs to be looked into or not; it suggests that that function might not be working properly.
In any case, it's not looping now and the AI seems to be making reasonable moves. I'll save further investigation for another day (or night).
Dave, if you have any ideas what's going on with the new AI village code, let me know.
Hmm...I'm looking into what the problem is.
get_villages() should no longer have to cause the ai to be recalculated from scratch anymore, since it generally does all the moves it has to, instead of just one move.
The only time it should return invalid moves though, is if someone got ambushed, but that clearly isn't happening here, so I'll have to look into that.
David
get_villages() should no longer have to cause the ai to be recalculated from scratch anymore, since it generally does all the moves it has to, instead of just one move.
The only time it should return invalid moves though, is if someone got ambushed, but that clearly isn't happening here, so I'll have to look into that.
David
“At Gambling, the deadly sin is to mistake bad play for bad luck.” -- Ian Fleming
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