Out of Sync Testing Help

Program aborts? Network configuration? Graphic errors? Bugs? Post your question here.
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posted on June 25th, 2011, 10:49 pm
Last edited by Dominus_Noctis on January 21st, 2012, 9:49 pm, edited 1 time in total.
Unstickied: if someone wishes to continue testing out of syncs, just send a message to me and I will send our latest dev bug fixing files :). Testing on 326 is no longer useful, as a few causes of OOS have since been eliminated.

As many of you are aware, at the moment it is quite common to get an Out of Sync while playing in AI games (and sometimes normal PvP games). However, believe it or not, but it is quite difficult to get out of syncs when you actually want to learn the cause!  :sweatdrop: . Fleet Operations has an out of sync logging system now, and for those of you who are willing to spend the time and effort to catch these issues, keep on reading :) .

Most of the time we replicate Out of Syncs by having two human observers and creating a game with a few AI’s on very fast speed with double resources (infinite resources screws up the AIs). Note that we have enough logs now to fix the wormhole OOS issue, so do not use wormhole-containing maps to generate OOS logs.

To Enable Out of Sync Logs
The host must enable OOS logs. To do this, enter the Advanced Game Settings window and type "dbg" on the keyboard. An overlay window will appear.

There the "Sync Host" button must be pressed. Then click "OK" on the Advanced Game Settings window.

Logs are then generated automatically when an OOS occurs. You must restart Fleet Ops (exit to desktop, restart application) after every successful log, or a log will not be generated the next time.

'Saved' game settings will override this log system, so be sure to default and then use the sync host setup.

Collecting the Logs

OOS logs are generated in %appdata%star trek armada ii fleet operationslogs

These log files must be gathered from every player that participated in the game and then compared. They are called "SYNC_XXXX".

Two logs will be generated upon an OOS - keep the one that is not 0 kb.

What to Include with Each Report
Collect the logs from each player involved in the game (they are useless if fewer players are included) and put them in an additional folder (or rename them appropriately), that way it is easy to determine which logs belong together.

Note the map (as well as factions of the players, and their alliances) that was used to generate the OOS for each log. This allows easier checking of objects that may have contributed to the out of sync. Do not use wormhole-containing maps.

Send reports only to Dominus_Noctis at fleetops.net, or simply attach to a post in this thread :)
posted on June 26th, 2011, 10:30 am
when testing do we have to have the fleetops window active, or can we just minimise it and leave it running in the background? will the oos alarm play if fleetops is minimised?
posted on June 26th, 2011, 2:03 pm
It should play while minimized :) Has for me!  :lol:
posted on June 26th, 2011, 2:17 pm
How can you tell what's going on if it's minimized?
_Zap_
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posted on June 26th, 2011, 2:38 pm
you hear the oos-sound, whats going on should be noted in the logfiles... I'm up to it! someone wanna play some ai-watching games? :D
posted on July 11th, 2011, 12:54 pm
Has anyone had any luck with this?    Just curious, because I've been running AI battles over my LAN (while I'm at work), and have yet to generate an OOS.

I'm wondering if acutally playing with AI, vs observing, will produce better results?
posted on July 11th, 2011, 1:58 pm
I am not sure what will produce better results I'm afraid - I have generated all OOS via simply 2 humans observing, and 4-6 AI's playing. I usually get a 1/10 chance of observing an OOS.

You must have at least 2 human players however :) (you need someone to go out of sync with).

Right now I have a total of 5 logs, which is not enough. Only two have been generated since posting this thread I am afraid  :blush:
posted on July 11th, 2011, 2:11 pm
Iv actually had some out of sinc errors after iv minimized the game and tabbed back in, i dont know if this was a coincidence but its happened at least twice.
posted on July 11th, 2011, 2:42 pm
Dominus_Noctis wrote:I usually get a 1/10 chance of observing an OOS.


I'll keep trying then...I only have 8 games under my belt, because I took a little break from them over the 4th, and don't run them over the weekends.

Dominus_Noctis wrote:You must have at least 2 human players however :) (you need someone to go out of sync with).


Got that.  :thumbsup:  I have both of my "Fleet Ops Capable" PCs playing together.  They don't get much love during the day, so I figured, "What the heck"...maybe I can help.
posted on July 11th, 2011, 2:45 pm
Cool :) Also, I should note that I have gotten most OOS logs within the first 30 seconds to 5 minutes of gameplay, so if you are running a game longer than 10 minutes, it is most likely you will not receive an OOS (the frequency drops dramatically at least). Since at the moment I'd prefer to aim for quantity, if you want, you can run tests for just this short time frame - maybe the long-time OOS issues are related to the short ones :)
posted on July 11th, 2011, 5:02 pm
Dom, I don't suppose it would help to test oos through a mod would it?  Because I think my mod still goes oos about 60% of the time within the first thirty seconds. :lol:
posted on July 11th, 2011, 5:12 pm
I doubt that would be too helpful - as I recall, OOS can occur due to missing quotation marks and (perhaps?) other issues as well that might arise from modding (changing AI files etc) :sweatdrop:
posted on July 11th, 2011, 7:27 pm
Well... my mod doesn't use AI files... and I only have one DLS entry atm...  I will have to check the odf's I guess. :blush:  But I"m pretty sure a missing quotation in an odf cause OOM not OOS.
posted on July 12th, 2011, 12:16 am
Last edited by Anonymous on July 12th, 2011, 12:45 am, edited 1 time in total.
Got one a couple....   :thumbsup: 

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posted on July 12th, 2011, 1:30 am
Awesome, wonderful - keep 'em coming if you can :D  :sweatdrop:
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