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Re: OXP table and v1.75

Posted: Thu Mar 03, 2011 8:49 am
by Eric Walch
Fatleaf wrote:
Just a point on random hits, LittleBear has informed me... "There is a slight bug with Random Hits on 1.75. If you dock at a Bar with your weapons set to safe, then the mission generator times out and you get a message saying your computer was too slow to generate any missions. Eric is gonna fix that for the next release, but as long as you remember not to have your weapons safed when entering a Space Bar, the current version is OK with 1.75"
I was not aware of that problem. At this moment I even don't see what setting "weapons to safe", has to do with it. It might even indicate a problem in Oolite of using a lot of time at this point, without subtracting it from the JS time. I'll try to reproduce it.
The message only indicates that the code was interrupted. It could also be interrupted by a syntax error. What does the latest log say about this?

Re: OXP table and v1.75

Posted: Thu Mar 03, 2011 9:10 am
by another_commander
I agree with Eric. I find it extremely unlikely that weapons safe has anything to do with the timeout.

Re: OXP table and v1.75

Posted: Thu Mar 03, 2011 5:42 pm
by Eric Walch
another_commander wrote:
I agree with Eric. I find it extremely unlikely that weapons safe has anything to do with the timeout.
It had to be a bug in RH as a timeout because of mission building should not be possible with a release version of Oolite (Timeout happens sometimes with debug builds that have a much shorter limit)
The code was setting a flag at the start of the code and clearing it at the end. When the flag was still present, it mend that the code was interrupted. I assume interruption is because of timeout, but it could also be a syntax error or a return :oops: statement.

This last was the case: When not clean, the code interrupted with a return and you got the message for not clean players. However, on the first docking after this incident as a clean player, you got the message about a slow computer, because the code still remembered it was interrupted.

Just launching and re-docking fixes this problem.

Or you could change the script. Somewhere in the begin of the main script are the lines:

Code: Select all

        if (player.ship.bounty > 0){
            this.breakStuff(); 
            this.showScreen = "rejectPage";
             return; // no further evaluation!!
        }
This needs an additional line:

Code: Select all

        if (player.ship.bounty > 0){
            this.breakStuff(); 
            this.showScreen = "rejectPage";
            this.pagesAreBeingBuild = false; // ready building pages <-----
            return; // no further evaluation!!
        }

Re: OXP table and v1.75

Posted: Fri Mar 04, 2011 12:58 am
by Fatleaf
Zieman wrote:
Thanks Fatleaf, it is just as I expected. Seems like you have (amongst too many others, judging by the difference in download statistics of the files needed for this OXP :) ) forgotten to read the documentation
Eeerrrm... :oops: I have an apology to make... :roll:

Re: OXP table and v1.75

Posted: Fri Mar 04, 2011 2:22 pm
by Zireael
I can confirm that aegidian's x-ships and aegidian's specials work fine in 1.75.1.

Re: OXP table and v1.75

Posted: Fri Mar 04, 2011 2:28 pm
by Smivs
Thanks Zireael....I'll add those to the OK's.

Re: OXP table and v1.75

Posted: Thu Mar 10, 2011 9:27 pm
by m4r35n357
Eric Walch wrote:
I was not aware of that problem. At this moment I even don't see what setting "weapons to safe", has to do with it. It might even indicate a problem in Oolite of using a lot of time at this point, without subtracting it from the JS time. I'll try to reproduce it.
The message only indicates that the code was interrupted. It could also be interrupted by a syntax error. What does the latest log say about this?
I've had problems with 1.4.8 bombing out with nothing in the logs, now I've tried 1.4.9 and get the "too slow" message that should not happen or something ;) However this time I do get some logging. PM'd to LittleBear.

Ian.

Re: OXP table and v1.75

Posted: Thu Mar 10, 2011 10:07 pm
by Eric Walch
m4r35n357 wrote:
I've had problems with 1.4.8 bombing out with nothing in the logs, now I've tried 1.4.9 and get the "too slow" message that should not happen or something ;) However this time I do get some logging. PM'd to LittleBear.

Ian.
Hello Ian,

LittleBear is not responsible for this part of the script, I wrote that part. Maybe your computer is indeed so slow that it needs more than a full second to create the first 3 pages. You could open the script file "oolite-randomHits.js" and search for the line

Code: Select all

//log(this.name, "Created page "+this.hitpageMaxNumber+" after "+(Date.now() - startTime)+" msec.");
and remove the first two "//" characters. That will make that line active so that it writes some additional info to the log to determine if page creation really takes that much time.

Re: OXP table and v1.75

Posted: Thu Mar 10, 2011 10:35 pm
by m4r35n357
Eric Walch wrote:
Hello Ian,

LittleBear is not responsible for this part of the script, I wrote that part. Maybe your computer is indeed so slow that it needs more than a full second to create the first 3 pages. You could open the script file "oolite-randomHits.js" and search for the line

Code: Select all

//log(this.name, "Created page "+this.hitpageMaxNumber+" after "+(Date.now() - startTime)+" msec.");
and remove the first two "//" characters. That will make that line active so that it writes some additional info to the log to determine if page creation really takes that much time.
OK I'm looking into it, will get back to you, thanks, Ian.

Re: OXP table and v1.75

Posted: Fri Mar 11, 2011 9:30 pm
by Eric Walch
m4r35n357 wrote:
OK I'm looking into it, will get back to you, thanks, Ian.
Thanks for testing this. Your results show that page building does indeed takes quite a while on your computer. :

Code: Select all

[Random_Hits]: Created page 1 after 262 msec.
[Random_Hits]: Created page 2 after 576 msec.
[Random_Hits]: Created page 3 after 945 msec.
That is almost a full second. The cut-off code looks only at JS time and subtracts all internal used time, so the really allowed time will be more than a full second, but the log shows it is realistic you hit the time limiter for JS code.
On my computer I see:

Code: Select all

[Random_Hits] OOJSGlobal.m:247: Created page 1 after 42 msec.
[Random_Hits] OOJSGlobal.m:247: Created page 2 after 91 msec.
[Random_Hits] OOJSGlobal.m:247: Created page 3 after 147 msec.
[Random_Hits] OOJSGlobal.m:247: Created page 4 after 189 msec.
[Random_Hits] OOJSGlobal.m:247: Created page 5 after 237 msec.
[Random_Hits] OOJSGlobal.m:247: Created page 6 after 293 msec.
You wrote you couldn't reproduce the message, but I am sure that when it happened, Oolite also write a log-line about code exceeding its time limit. Now it seems possible to get that 'slow computer' message, I probably should pay a bit more attention to the text itself.

Re: OXP table and v1.75

Posted: Fri Mar 11, 2011 10:39 pm
by pagroove
Thank you all. This table was very handy in making my new and shiny 1.75 Test Release install complete :D

Re: OXP table and v1.75

Posted: Fri Mar 11, 2011 11:13 pm
by Smivs
Just a quick apology, as I still have the final update to do....it's been on my 'desk' for a while now.
It will be done early next week, I promise :oops:

Re: OXP table and v1.75

Posted: Tue Mar 15, 2011 8:07 pm
by Smivs
I have just completed another tranche of entries in the OXP table which is now as up-to-date as I can make it.
There are still a few blanks, which I hope in time will be looked at.
The compatibility was checked by Fatleaf, who installed each of the OXPs, ran them for a while and checked for log errors. He has done an amazing bit of work for us and deserves great thanks.
If any OXPs are found to have problems, please try to report these on the OXP's thread where possible.

Re: OXP table and v1.75

Posted: Tue Mar 15, 2011 9:44 pm
by JensAyton
Have you been keeping track of what errors occurred, when relevant? For instance, if anything had problems relating to systemsInRange(), it should be retested with 1.75.1.

Re: OXP table and v1.75

Posted: Tue Mar 15, 2011 9:50 pm
by TGHC
Smivs wrote:
I have just completed another tranche of entries in the OXP table which is now as up-to-date as I can make it.
There are still a few blanks, which I hope in time will be looked at.
The compatibility was checked by Fatleaf, who installed each of the OXPs, ran them for a while and checked for log errors. He has done an amazing bit of work for us and deserves great thanks.
If any OXPs are found to have problems, please try to report these on the OXP's thread where possible.
Well done to both of you, have a bag (yes a whole bag) of jellybabies each, to reflect what good work you have done for the community, it must have taken hours Fatleaf. Thanks matey.