Docking Queue - version 1.75.3

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JD
Deadly
Deadly
Posts: 182
Joined: Thu Nov 25, 2010 10:42 pm
Location: London, UK

Docking Queue - version 1.75.3

Post by JD »

I just found myself in a docking queue that seems to have stretched all the away across the Cecear system in G5. This is the first time I've had any issue with docking at version 1.75.3, so whatever triggered this state of affairs is probably pretty obscure. For what it's worth, I'd launched from the station to fight off a Thargoid attack, and the station vicinity had become absolutely strewn with cargo pods - more than 4 full cargo holds worth - which I eventually shuttled to the nearest rock hermit while waiting in vain for the station's docking queue to reduce, but instead it just kept on growing.

I've included a partial log below, with an entity dump of the main station. I still have the unabridged version if it might be useful, but I don't see any errors there apart from some Thargoid missile launch positions, and this:

Code: Select all

09:19:59.297 [loading.complete]: ========== Loading complete. ==========
09:19:59.899 [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
09:20:09.381 [script.load.world.listAll]: Loaded 50 world scripts:
which I've been getting for a while but haven't tracked down.

Code: Select all

09:19:44.322 [log.header]: Opening log for Oolite version 1.75.3 (x86-32 test release) under Windows at 2011-10-22 09:19:44 +0100.
8 processors detected.
Build options: spoken messages, mass/fuel pricing, JavaScript console support, OXP verifier, localization tools, debug GraphViz support, JavaScript profiling.

Note that the contents of the log file can be adjusted by editing logcontrol.plist.

09:19:44.513 [display.mode.list.native]: Windows native resolution detected: 1920 x 1080
09:19:45.020 [joystick.init]: Number of joysticks detected: 1
09:19:45.454 [dataCache.rebuild.explicitFlush]: Cache explicitly flushed with shift key. Rebuilding from scratch.
09:19:45.457 [searchPaths.dumpAll]: Unrestricted mode - resource paths:
    Resources
    ../AddOns
    ../AddOns/Aquatics 2.23.oxp
    ../AddOns/Assassins.oxp
    ../AddOns/AsteroidStorm 4.01.oxp
    ../AddOns/Basic-debug.oxp
    ../AddOns/behemoth 2.6.oxp
    ../AddOns/BGS-I1.3.4.oxp
    ../AddOns/BGS-M1.3.5.oxp
    ../AddOns/BigShips 1.02.oxp
    ../AddOns/buoyRepair1.3.oxp
    ../AddOns/Cabal_Common_Library1.4.3.oxp
    ../AddOns/captKev_dodo.oxp
    ../AddOns/captKev_dodo.oxp/Griff_illicit_unlock.oxp
    ../AddOns/cobra35.oxp
    ../AddOns/CombinedSounds.oxp
    ../AddOns/Commies.oxp
    ../AddOns/Coyote's Run For Griff.oxp
    ../AddOns/Coyote's Run.oxp
    ../AddOns/Deep_Horizon_Nav_Buoy.oxp
    ../AddOns/Deposed1.3.4.oxp
    ../AddOns/Dictators v1.4.oxp
    ../AddOns/Diso.oxp
    ../AddOns/Famous_Planets_v2.5.oxp
    ../AddOns/fixed_shader_krait(EW).oxp
    ../AddOns/Furball-1.3.oxp
    ../AddOns/Galactic_Navy 5.4.1.oxp
    ../AddOns/Generation Ships 1.2.oxp
    ../AddOns/globestation2.0.oxp
    ../AddOns/Green Gecko v1.0.oxp
    ../AddOns/griff_coriolis_normalmapped_alt_v2.0.oxp
    ../AddOns/Griff_Debris_sets135_no_normal_map.oxp
    ../AddOns/griff_prototype_boa.oxp
    ../AddOns/griff_rock_hermit_fullsize_textures.oxp
    ../AddOns/griff_shipset_all_in_1.oxp
    ../AddOns/gwxstations.oxp
    ../AddOns/ionics-1.3.1.oxp
    ../AddOns/Lave.oxp
    ../AddOns/lovecats 1.2.1.oxp
    ../AddOns/military Fiasco 2.5.2.oxp
    ../AddOns/monument.oxp
    ../AddOns/PAGroove_Stations_v1.2.2.oxp
    ../AddOns/Pirate_coves 1.3.oxp
    ../AddOns/PlanetFall 1.41.oxp
    ../AddOns/RandomHits1.4.7.oxp
    ../AddOns/RepairBots 2.02.oxp
    ../AddOns/Rock_Hermit_Locator1.3.2.oxp
    ../AddOns/SecondWave 1.32.oxp
    ../AddOns/Shady_blackmonks.oxp
    ../AddOns/Shuriken.oxp
    ../AddOns/Snoopers2.1.1.oxp
    ../AddOns/SolarActivity.oxp
    ../AddOns/System_Redux.oxp
    ../AddOns/Taranis 1.2.oxp
    ../AddOns/TCAT 1.10.oxp
    ../AddOns/thargoid_wars 4.5.2.oxp
    ../AddOns/Tianve1.3.oxp
    ../AddOns/TOGY_Main 1.1.oxp
    ../AddOns/TOGY_Monuments pack.oxp
    ../AddOns/TOGY_Shipwreck pack.oxp
    ../AddOns/Tori2.01.oxp
    ../AddOns/transhab.oxp
    ../AddOns/wormhole_restoration.oxp
    ../AddOns/YOUR_AD_HERE.oxp
    ../AddOns/YOUR_AD_HERE_set_A.oxp
    ../AddOns/YOUR_AD_HERE_set_A417_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_B.oxp
    ../AddOns/YOUR_AD_HERE_set_B417_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_C.oxp
    ../AddOns/YOUR_AD_HERE_set_C417_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_D.oxp
    ../AddOns/YOUR_AD_HERE_set_D417_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_E.oxp
    ../AddOns/YOUR_AD_HERE_set_E417_upd.oxp
    ../AddOns/YOUR_AD_HERE_set_F.oxp
    ../AddOns/YOUR_AD_HERE_set_F417_upd.oxp
    ../AddOns/ZygoRoids v1.1.oxp
09:19:45.457 [rendering.opengl.version]: OpenGL renderer version: 4.0.0 ("4.0.0"). Vendor: "NVIDIA Corporation". Renderer: "GeForce GTX 460/PCI/SSE2".
09:19:45.457 [rendering.opengl.extensions]: OpenGL extensions (214):
GL_ARB_draw_instanced, GL_NV_float_buffer, GL_NV_vertex_attrib_integer_64bit, GL_ARB_occlusion_query, GL_EXT_texture_env_add, GL_ARB_texture_env_dot3, GL_ARB_sync, GL_EXTX_framebuffer_mixed_formats, GL_ARB_texture_multisample, GL_NV_texture_env_combine4, GL_ARB_point_parameters, GL_ARB_vertex_array_object, GL_NVX_gpu_memory_info, GL_NV_vertex_buffer_unified_memory, GL_ARB_blend_func_extended, GL_NV_explicit_multisample, GL_EXT_provoking_vertex, GL_NV_texture_shader2, GL_EXT_blend_equation_separate, GL_NV_texture_shader3, GL_ARB_texture_non_power_of_two, GL_ARB_texture_mirrored_repeat, GL_EXT_multi_draw_arrays, GL_NV_fence, GL_ARB_timer_query, GL_ARB_texture_buffer_object, GL_NV_occlusion_query, GL_EXT_abgr, GL_ARB_vertex_program, GL_NV_shader_buffer_load, GL_ATI_texture_float, GL_ARB_draw_buffers_blend, GL_KTX_buffer_region, GL_ARB_shadow, GL_NV_light_max_exponent, GL_EXT_texture_cube_map, GL_NV_texture_multisample, GL_NV_primitive_restart, GL_EXT_framebuffer_object, GL_EXT_texture_sRGB, GL_ARB_multitexture, GL_NV_half_float, GL_NV_copy_image, GL_NV_register_combiners, GL_EXT_texture_compression_rgtc, GL_ARB_shader_objects, GL_EXT_blend_func_separate, GL_EXT_bgra, GL_ARB_pixel_buffer_object, GL_NV_fragment_program2, GL_EXT_Cg_shader, GL_ARB_draw_buffers, GL_EXT_separate_shader_objects, GL_NV_texgen_reflection, GL_ARB_texture_env_crossbar, GL_ARB_fragment_shader, GL_EXT_texture_swizzle, GL_EXT_fog_coord, GL_EXT_vertex_array_bgra, GL_EXT_framebuffer_blit, GL_NV_copy_depth_to_color, GL_ARB_texture_compression_rgtc, GL_ARB_sample_shading, GL_NV_vertex_program1_1, GL_ARB_seamless_cube_map, GL_WIN_swap_hint, GL_EXT_texture_shared_exponent, GL_ARB_shader_subroutine, GL_EXT_geometry_shader4, GL_EXT_direct_state_access, GL_EXT_compiled_vertex_array, GL_NV_parameter_buffer_object2, GL_NV_vertex_array_range2, GL_EXT_shader_image_load_store, GL_EXT_separate_specular_color, GL_ARB_vertex_type_2_10_10_10_rev, GL_EXT_vertex_array, GL_ARB_shading_language_100, GL_EXT_rescale_normal, GL_ARB_texture_float, GL_EXT_packed_depth_stencil, GL_EXT_bindable_uniform, GL_ARB_texture_swizzle, GL_ARB_half_float_pixel, GL_EXT_texture_compression_s3tc, GL_EXT_draw_instanced, GL_ARB_occlusion_query2, GL_NV_transform_feedback, GL_NV_texture_compression_vtc, GL_ARB_texture_rgb10_a2ui, GL_SGIS_texture_lod, WGL_EXT_swap_control, GL_ARB_geometry_shader4, GL_NV_point_sprite, GL_ARB_framebuffer_object, GL_NV_conditional_render, GL_EXT_stencil_two_side, GL_ARB_texture_rg, GL_NV_texture_expand_normal, GL_ARB_color_buffer_float, GL_NV_gpu_program4_1, GL_NV_framebuffer_multisample_coverage, GL_EXT_blend_color, GL_NV_packed_depth_stencil, GL_NV_geometry_shader4, GL_NV_texture_rectangle, GL_ARB_vertex_array_bgra, GL_EXT_texture_integer, GL_EXT_texture_array, GL_ARB_fragment_program_shadow, GL_NV_gpu_program4, GL_EXT_texture_buffer_object, GL_NV_vertex_program2_option, GL_NV_gpu_program5, GL_ARB_map_buffer_range, GL_ARB_fragment_program, GL_ARB_copy_buffer, GL_ARB_tessellation_shader, GL_NV_gpu_shader5, GL_S3_s3tc, GL_NV_depth_clamp, GL_EXT_texture_lod_bias, GL_EXT_texture_filter_anisotropic, GL_EXT_draw_buffers2, GL_NV_fragment_program, GL_EXT_secondary_color, GL_ARB_transform_feedback2, GL_ARB_transform_feedback3, GL_EXT_framebuffer_multisample, GL_ARB_window_pos, GL_IBM_rasterpos_clip, GL_EXT_texture_env_combine, GL_ARB_vertex_shader, GL_ARB_texture_compression_bptc, GL_SGIS_generate_mipmap, GL_ARB_compatibility, GL_ATI_texture_mirror_once, GL_EXT_packed_float, GL_ARB_texture_border_clamp, GL_ARB_explicit_attrib_location, GL_NV_blend_square, GL_EXT_texture3D, GL_SUN_slice_accum, GL_NV_vertex_array_range, GL_NV_vertex_program, GL_ARB_texture_query_lod, GL_NV_multisample_filter_hint, GL_EXT_texture_mirror_clamp, GL_ARB_texture_compression, GL_NV_vertex_program2, GL_NV_multisample_coverage, GL_ARB_texture_env_add, GL_ARB_imaging, GL_NV_vertex_program3, GL_ARB_provoking_vertex, GL_EXT_gpu_shader4, GL_ARB_texture_rectangle, GL_EXT_texture_edge_clamp, GL_NV_transform_feedback2, GL_ARB_draw_elements_base_vertex, GL_ARB_fragment_coord_conventions, GL_SGIX_shadow, GL_ARB_texture_cube_map, GL_EXT_transform_feedback2, GL_EXT_framebuffer_sRGB, GL_NV_fragment_program_option, GL_EXT_texture_compression_latc, GL_ARB_point_sprite, GL_ARB_texture_gather, GL_ARB_texture_buffer_object_rgb32, GL_NV_depth_buffer_float, GL_ARB_depth_texture, GL_EXT_texture_object, GL_EXT_depth_bounds_test, GL_NV_fog_distance, GL_ARB_instanced_arrays, GL_EXT_blend_minmax, GL_SGIX_depth_texture, GL_ATI_draw_buffers, GL_ARB_framebuffer_sRGB, GL_EXT_blend_subtract, GL_NV_register_combiners2, GL_EXT_packed_pixels, GL_IBM_texture_mirrored_repeat, GL_NV_texture_shader, GL_EXT_draw_range_elements, GL_ARB_texture_cube_map_array, GL_ARB_sampler_objects, GL_ARB_half_float_vertex, GL_ARB_gpu_shader5, GL_ARB_depth_clamp, GL_ARB_transpose_matrix, GL_NV_parameter_buffer_object, GL_ARB_vertex_buffer_object, GL_ARB_draw_indirect, GL_EXT_pixel_buffer_object, GL_EXT_vertex_attrib_64bit, GL_NVX_conditional_render, GL_ARB_texture_env_combine, GL_ARB_shader_bit_encoding, GL_EXT_timer_query, GL_EXT_gpu_program_parameters, GL_ARB_uniform_buffer_object, GL_ARB_multisample, GL_EXT_texture_env_dot3, GL_EXT_shadow_funcs, GL_EXT_texture_lod, GL_ARB_depth_buffer_float, GL_NV_pixel_data_range, GL_ARB_gpu_shader_fp64, GL_EXT_stencil_wrap, GL_EXT_point_parameters, GL_NV_texture_barrier, GL_NV_gpu_program_fp64
09:19:45.533 [rendering.opengl.shader.support]: Shaders are supported.
09:19:45.977 [shipData.load.begin]: Loading ship data.
09:19:51.153 [script.load.world.listAll]: Loaded 50 world scripts:
    aquatics_equipment 1.1
    aquatics_populator 1.0
    assassins
    AsteroidStorm 4.01
    behemoth 2.6
    BGS-M 1.3.4
    bigShips_populator 1.0.2
    black_monks
    buoyRepair 1.3
    Cabal_Common_Briefing 1.4.3
    Cabal_Common_Comms 1.4.3
    Cabal_Common_Functions 1.4.3
    Cabal_Common_Keyboard 1.4.3
    communist_population 2.11
    Coyote-Griff 0.2.19
    Coyote-Main 1.0.3
    deposed
    dictators.js 1.0
    ECM_jammerScript 1.00
    el_viejo_green_gecko 1.0
    elite_monument
    Famous Planets 2 Launch Script 2.0.2
    Furball 1.3
    GalNavy 5.4.0
    Generation Ships 1.2
    gg-character 0.1
    hofd 5.3.0
    ionics_v_rlf 1.3.1
    military_fiasco 2.5.2
    oolite-cloaking-device 1.75.3
    oolite-constrictor-hunt 1.75.3
    oolite-nova 1.75.3
    oolite-thargoid-plans 1.75.3
    oolite-tianve 1.3
    oolite-trumbles 1.75.3
    Pi-Forty-Two Con stores 4.1.7
    Pirate_Coves 1.3
    PlanetFall 1.40
    Random_Hits 1.4.7
    Repair system 2.0
    rockHermit_Locator 1.3.3
    snoopers 2.1.1
    solarActivity 1.0
    System Redux 1.2 1.2
    taranis_one
    TCAT_masterScript 1.0
    TCAT_missionScript 1.0
    thargoid_wars 4.5.2
    wedding
    wormhole-restoration 1.0
09:19:59.185 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'No connection could be made because the target machine actively refused it.

' (outStream status: 7, inStream status: 7)."
09:19:59.185 [debugTCP.disconnect]: No connection to debug console: "Connection to debug console failed: 'unknown error.' (outStream status: 0, inStream status: 0)."
09:19:59.185 [debugTCP.connect.failed]: Failed to connect to debug console at address 127.0.0.1:8563.
09:19:59.297 [loading.complete]: ========== Loading complete. ==========
09:19:59.899 [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
09:20:09.381 [script.load.world.listAll]: Loaded 50 world scripts:
    aquatics_equipment 1.1
    aquatics_populator 1.0
    assassins
    AsteroidStorm 4.01
    behemoth 2.6
    BGS-M 1.3.4
    bigShips_populator 1.0.2
    black_monks
    buoyRepair 1.3
    Cabal_Common_Briefing 1.4.3
    Cabal_Common_Comms 1.4.3
    Cabal_Common_Functions 1.4.3
    Cabal_Common_Keyboard 1.4.3
    communist_population 2.11
    Coyote-Griff 0.2.19
    Coyote-Main 1.0.3
    deposed
    dictators.js 1.0
    ECM_jammerScript 1.00
    el_viejo_green_gecko 1.0
    elite_monument
    Famous Planets 2 Launch Script 2.0.2
    Furball 1.3
    GalNavy 5.4.0
    Generation Ships 1.2
    gg-character 0.1
    hofd 5.3.0
    ionics_v_rlf 1.3.1
    military_fiasco 2.5.2
    oolite-cloaking-device 1.75.3
    oolite-constrictor-hunt 1.75.3
    oolite-nova 1.75.3
    oolite-thargoid-plans 1.75.3
    oolite-tianve 1.3
    oolite-trumbles 1.75.3
    Pi-Forty-Two Con stores 4.1.7
    Pirate_Coves 1.3
    PlanetFall 1.40
    Random_Hits 1.4.7
    Repair system 2.0
    rockHermit_Locator 1.3.3
    snoopers 2.1.1
    solarActivity 1.0
    System Redux 1.2 1.2
    taranis_one
    TCAT_masterScript 1.0
    TCAT_missionScript 1.0
    thargoid_wars 4.5.2
    wedding
    wormhole-restoration 1.0

...

13:39:02.876 [dumpState]: State for <StationEntity 0xfb53690>{"Torus Station" "Torus Station" position: (-29314.1, 43148.9, 452273) scanClass: CLASS_STATION status: STATUS_ACTIVE}:
  13:39:02.876 [dumpState.entity]: Universal ID: 541
  13:39:02.876 [dumpState.entity]: Scan class: CLASS_STATION
  13:39:02.876 [dumpState.entity]: Status: STATUS_ACTIVE
  13:39:02.876 [dumpState.entity]: Position: (-29314.1, 43148.9, 452273)
  13:39:02.876 [dumpState.entity]: Orientation: (0.646416 - 0.306804i + 0.0702045j - 0.695046k)
  13:39:02.876 [dumpState.entity]: Distance travelled: 0
  13:39:02.876 [dumpState.entity]: Energy: 25000 of 25000
  13:39:02.876 [dumpState.entity]: Mass: 3.04098e+010
  13:39:02.876 [dumpState.entity]: Owner: self
  13:39:02.876 [dumpState.entity]: Flags: isShip, isStation, hasRotated, isSunlit
  13:39:02.876 [dumpState.shipEntity]: Type: toriA
  13:39:02.876 [dumpState.shipEntity]: Name: Torus Station
  13:39:02.876 [dumpState.shipEntity]: Display Name: Torus Station - CoachWhip Inc.
  13:39:02.876 [dumpState.shipEntity]: Roles: <OORoleSet 0x10e79650>{station tori toriA}
  13:39:02.876 [dumpState.shipEntity]: Primary role: toriA
  13:39:02.876 [dumpState.shipEntity]: Script: <OOJSScript 0x17af2cd8>{"tori" version 2.01}
  13:39:02.876 [dumpState.shipEntity]: Subentity count: 23
  13:39:02.876 [dumpState.shipEntity]: Behaviour: BEHAVIOUR_IDLE
  13:39:02.876 [dumpState.shipEntity]: Destination: (0, 0, 0)
  13:39:02.876 [dumpState.shipEntity]: Other destination: (0, 0, 0)
  13:39:02.876 [dumpState.shipEntity]: Waypoint count: 0
  13:39:02.876 [dumpState.shipEntity]: Desired speed: 0
  13:39:02.876 [dumpState.shipEntity]: Thrust: 100
  13:39:02.876 [dumpState.shipEntity]: Fuel: 0
  13:39:02.877 [dumpState.shipEntity]: Fuel accumulator: 1
  13:39:02.877 [dumpState.shipEntity]: Missile count: 0
  13:39:02.877 [dumpState.shipEntity.ai]: AI:
    13:39:02.877 [dumpState.ai]: State machine name: stationAI.plist
    13:39:02.877 [dumpState.ai]: Current state: IDLE
    13:39:02.877 [dumpState.ai]: Next think time: 10137.5
    13:39:02.877 [dumpState.ai]: Next think interval: 0.125
  13:39:02.877 [dumpState.shipEntity]: Jink position: (0, 0, 0)
  13:39:02.877 [dumpState.shipEntity]: Frustration: 0
  13:39:02.877 [dumpState.shipEntity]: Success factor: 0
  13:39:02.877 [dumpState.shipEntity]: Shots fired: 0
  13:39:02.877 [dumpState.shipEntity]: Time since shot: 8072.18
  13:39:02.877 [dumpState.shipEntity]: Spawn time: 2752.73 (7376.88 seconds ago)
  13:39:02.877 [dumpState.shipEntity]: Hull temperature: 60
  13:39:02.877 [dumpState.shipEntity]: Heat insulation: 1
  13:39:02.877 [dumpState.shipEntity]: Flags: canFragment
  13:39:02.877 [dumpState.stationEntity]: Alert level: green
  13:39:02.877 [dumpState.stationEntity]: Max police: 8
  13:39:02.877 [dumpState.stationEntity]: Max defense ships: 3
  13:39:02.877 [dumpState.stationEntity]: Defenders launched: 8
  13:39:02.877 [dumpState.stationEntity]: Max scavengers: 3
  13:39:02.877 [dumpState.stationEntity]: Scavengers launched: 3
  13:39:02.877 [dumpState.stationEntity]: Docked shuttles: 0
  13:39:02.877 [dumpState.stationEntity]: Docked traders: 0
  13:39:02.877 [dumpState.stationEntity]: Equivalent tech level: 13
  13:39:02.877 [dumpState.stationEntity]: Equipment price factor: 1
  13:39:02.877 [dumpState.stationEntity]: Flags: rotatingStation
  13:39:02.877 [dumpState.stationEntity]: 40 Ships on approach (unsorted):
  13:39:02.877 [dumpState.stationEntity]: Nr 1: Cobra Mark III at distance 1.20327e+006 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 2: Python at distance 463032 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 3: Cobra Mark I at distance 691151 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 4: Transporter at distance 244264 with role: shuttle
  13:39:02.877 [dumpState.stationEntity]: Nr 5: Anaconda at distance 24680 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 6: Orbital Shuttle at distance 267102 with role: shuttle
  13:39:02.877 [dumpState.stationEntity]: Nr 7: Cobra Mark I at distance 64907.3 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 8: Manta Ray at distance 1.30712e+006 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 9: Cobra Mark I at distance 61101.7 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 10: Cobra Mark I at distance 63542.7 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 11: Cobra Mark I at distance 64465.8 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 12: Orbital Shuttle at distance 76117.1 with role: shuttle
  13:39:02.877 [dumpState.stationEntity]: Nr 13: Boa Class Cruiser at distance 545330 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 14: Sidewinder Scout Ship at distance 647997 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 15: Sidewinder Scout Ship at distance 647054 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 16: Mamba at distance 556658 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 17: Conger Cargo Hauler at distance 533346 with role: trader
  13:39:02.877 [dumpState.stationEntity]: Nr 18: Transporter at distance 95168.4 with role: shuttle
  13:39:02.877 [dumpState.stationEntity]: Nr 19: Sidewinder Scout Ship at distance 643357 with role: escort
  13:39:02.877 [dumpState.stationEntity]: Nr 20: Shark Escort at distance 1.17729e+006 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 21: Shark Escort at distance 1.17559e+006 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 22: Shark Escort at distance 1.17949e+006 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 23: GalCop Viper Interceptor at distance 1.91942e+006 with role: police
  13:39:02.878 [dumpState.stationEntity]: Nr 24: Shark Escort at distance 1.1814e+006 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 25: Boa Class Cruiser at distance 745124 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 26: Sidewinder Scout Ship at distance 884637 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 27: Griff Boa at distance 1.08971e+006 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 28: Sidewinder Scout Ship at distance 881833 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 29: Griff Boa at distance 1.05111e+006 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 30: Mamba at distance 755424 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 31: Shark at distance 916761 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 32: Sidewinder Scout Ship at distance 882226 with role: escort
  13:39:02.878 [dumpState.stationEntity]: Nr 33: Manta Ray at distance 1.63907e+006 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 34: GalCop Viper Interceptor at distance 1.84348e+006 with role: police
  13:39:02.878 [dumpState.stationEntity]: Nr 35: Python at distance 138370 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 36: Orbital Shuttle at distance 211263 with role: shuttle
  13:39:02.878 [dumpState.stationEntity]: Nr 37: Griff Boa at distance 486779 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 38: Boa at distance 276438 with role: trader
  13:39:02.878 [dumpState.stationEntity]: Nr 39: Orbital Shuttle at distance 151629 with role: shuttle
  13:39:02.878 [dumpState.stationEntity]: Nr 40: Cobra Mark III at distance 876365 with role: trader
13:43:31.623 [gameController.exitApp]: .GNUstepDefaults synchronized.

Closing log at 2011-10-22 13:43:31 +0100.
Hardly a showstopper, I eventually just used Shift-C to dock.

One unconnected observation about the docking queue. This is one area where the game can appear a little player-centric. That is, the outbound queue of ships doesn't get activated until it's the player's turn to dock - inbound NPCs don't seem to experience that.
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Re: Docking Queue - version 1.75.3

Post by Cody »

JD wrote:

Code: Select all

09:19:59.899 [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
which I've been getting for a while but haven't tracked down.
I'll answer the easy one... that error is related to Griff's ships. I've forgotten the exact cause/remedy, but it does not affect the game in any way.
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Re: Docking Queue - version 1.75.3

Post by JD »

That was quick. Thanks El Viejo.
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Re: Docking Queue - version 1.75.3

Post by DaddyHoggy »

El Viejo wrote:
JD wrote:

Code: Select all

09:19:59.899 [shader.uniform.unpermittedMethod]: Did not bind uniform "alertlevel" to property -[ShipEntity alertCondition] - unpermitted method.
which I've been getting for a while but haven't tracked down.
I'll answer the easy one... that error is related to Griff's ships. I've forgotten the exact cause/remedy, but it does not affect the game in any way.
Griff's ship change the external lighting of the ships to reflect the alert level (Amber, Red), but while this works for Player Ships - NPC ships don't actually have alert levels - so the code for NPC ships, when called, can't work.
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Re: Docking Queue - version 1.75.3

Post by Cody »

That's the one... well remembered, el cuervo!
I would advise stilts for the quagmires, and camels for the snowy hills
And any survivors, their debts I will certainly pay. There's always a way!
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Re: Docking Queue - version 1.75.3

Post by DaddyHoggy »

El Viejo wrote:
That's the one... well remembered, el cuervo!
I think after all these years it's not so much remembering as just regurgitating what has soaked in purely by osmosis! :)
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Re: Docking Queue - version 1.75.3

Post by Eric Walch »

JD wrote:
13:39:02.877 [dumpState.stationEntity]: 40 Ships on approach (unsorted):
13:39:02.877 [dumpState.stationEntity]: Nr 1: Cobra Mark III at distance 1.20327e+006 with role: trader

//

13:39:02.878 [dumpState.stationEntity]: Nr 37: Griff Boa at distance 486779 with role: trader
13:39:02.878 [dumpState.stationEntity]: Nr 38: Boa at distance 276438 with role: trader
13:39:02.878 [dumpState.stationEntity]: Nr 39: Orbital Shuttle at distance 151629 with role: shuttle
13:39:02.878 [dumpState.stationEntity]: Nr 40: Cobra Mark III at distance 876365 with role: trader
[/code]
Hardly a showstopper, I eventually just used Shift-C to dock.
Shift-C is a good option when your docking computers are still intact. Else you have to wait, or dock manually and pay the 5000 Cr fee for skipping the queue. Or sunskim and hop to the next system. I have 'dockingClearance' enabled.

I have never seen such a queue in regular play, and seeing their distances, there seems definitely something wrong. Since Oolite 1.74 there is a hard check that only puts ships closer than 2.5 times the max scanner length in the queue. I have no clue how they all managed to skip that test.

More likely that they were in range when doing the request, but than were send to a very remote holding position.
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Re: Docking Queue - version 1.75.3

Post by Micha »

Eric Walch wrote:
I have never seen such a queue in regular play, and seeing their distances, there seems definitely something wrong. Since Oolite 1.74 there is a hard check that only puts ships closer than 2.5 times the max scanner length in the queue. I have no clue how they all managed to skip that test.

More likely that they were in range when doing the request, but than were send to a very remote holding position.
Looks like sanityCheckShipsOnApproach needs to purge ships which have left the holding area for whatever reason.

@JD - the player-centricity of docking is something which we want to look at post-stable as that would be quite a large code change. My plan is to have stations switch between docking & launching every few minutes (assuming there are ships in the relevant queues, of course).
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Re: Docking Queue - version 1.75.3

Post by JD »

Thanks everyone. I realise there probably isn't much to go on in a bug report like this - I kind of feel guilty posting when I'm not sure there's much you can act on.

Because of all the wreckage that was in the vicinity I wondered whether a ship on approach might have been destroyed without being removed from the queue. Again, for what it's worth, I just launched and bimbled around the system for a while before returning to the station. When I got back there was again quite a bit of wreckage in the area (is the docking bay smaller than normal on those Torus stations?) but the problem didn't recur.

Thanks Micha for the info on post-MNSR. Apart from anything else, it's really good news that the devs are still looking beyond 1.76.
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Re: Docking Queue - version 1.75.3

Post by Eric Walch »

Micha wrote:
Looks like sanityCheckShipsOnApproach needs to purge ships which have left the holding area for whatever reason.
When the distance restriction was added to get on the approach list, there was also code that removed them when they left for whatever reason. But that went wrong when there were too many ships on approach.
As long as there exists a queue, every new ship gets a position that is 500 meter further away from the station. When testing with > 100 ships, they started to receive holding positions outside the destined range, leading to strange behaviour, so I removed that check shortly after introduction. (long ago)
.
But here I see ships at >1,000,000 meter distance. Divided by 500m spreading gives 2000. So, this would only happening when there were > 2000 ships on approach before the queue was empty. That seems a very unlikely amount of ships. :lol:
I'm still curious how this was possible. Maybe one single ship that for some reason signed on and off 2000 times. I have no idea, but maybe possible when a docking ship is constantly interrupted by an attacking ship. But 2000 times still seems often.

The increase by 500 m of the base distance for every new ship is only reset when the queue is complete empty.
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Re: Docking Queue - version 1.75.3

Post by JazHaz »

One possible related problem I had recently (sorry didn't keep the log) was that I arrived at a station to find four ships ahead of me in the queue. I didn't have docking computers so I had to wait and dock manually.

The problem was, none of the ships in front of me were moving. None of the ships attempted to dock. I even increased the TAF (to 2x, but no further) to see if any of them would dock, but it seems they were stuck.

After waiting 10 minutes game time, still nothing had happened, so I jumped the queue and accepted the fine.

Maybe something's narfed in the code for docking?
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Re: Docking Queue - version 1.75.3

Post by Switeck »

I've found that sometimes bumping into stopped ships wakes up their AI.plist code into actually doing something...like moving. :lol:
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Re: Docking Queue - version 1.75.3

Post by Eric Walch »

Switeck wrote:
I've found that sometimes bumping into stopped ships wakes up their AI.plist code into actually doing something...like moving. :lol:
Yes, I used that trick also often. Specially at low fps values, ships used to limp sometimes between two stated without getting a decent solution.
In 1.74 and older, it could also happening that debris that was right in front of the port, locked up the launching ships. Now there is a test to ignore stuff below a certain size, but a ship doing nothing can still lock up everything.

Back to the original observation. I created a ship with the following AI and put it near the station

Code: Select all

{
    GLOBAL = {
	ENTER = (performStop);
	UPDATE = (requestDockingCoordinates, abortDocking, "pauseAI: 1.0");
    };
}
Than I spawned 10 traders and waited a few minites with TAF =16x and than added 3 more traders. After another few minutes I had the following queue;

Code: Select all

  [dumpState.stationEntity] StationEntity.m:2383: 21 Ships on approach (unsorted):
  [dumpState.stationEntity] StationEntity.m:2392: Nr 1: Cobra Courier at distance 1.20968e+06 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 2: Gemini Escort at distance 720335 with role: escort
  [dumpState.stationEntity] StationEntity.m:2392: Nr 3: People's Police at distance 513569 with role: defense_ship
  [dumpState.stationEntity] StationEntity.m:2392: Nr 4: Cobra Mark I at distance 249114 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 5: Woma Fuel Transport at distance 310761 with role: fueltransport
  [dumpState.stationEntity] StationEntity.m:2392: Nr 6: Worker's Commuter at distance 556930 with role: workcom
  [dumpState.stationEntity] StationEntity.m:2392: Nr 7: Adder at distance 27513.2 with role: shuttle
  [dumpState.stationEntity] StationEntity.m:2392: Nr 8: Moray Transport at distance 232525 with role: mortran
  [dumpState.stationEntity] StationEntity.m:2392: Nr 9: Trident Executive Shuttle at distance 709478 with role: trident
  [dumpState.stationEntity] StationEntity.m:2392: Nr 10: Sidewinder Woma Escort at distance 1.11351e+06 with role: escort
  [dumpState.stationEntity] StationEntity.m:2392: Nr 11: Anaconda at distance 438862 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 12: Python at distance 19742.5 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 13: Python at distance 969451 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 14: Worm at distance 280939 with role: shuttle
  [dumpState.stationEntity] StationEntity.m:2392: Nr 15: Worker's Commuter at distance 998482 with role: workcom
  [dumpState.stationEntity] StationEntity.m:2392: Nr 16: Gemini Escort at distance 736836 with role: escort
  [dumpState.stationEntity] StationEntity.m:2392: Nr 17: Sidewinder Woma Escort at distance 1.13817e+06 with role: escort
  [dumpState.stationEntity] StationEntity.m:2392: Nr 18: Moray Transport at distance 182816 with role: shuttle
  [dumpState.stationEntity] StationEntity.m:2392: Nr 19: Cobra Mark III at distance 390226 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 20: Cobra Mark III at distance 131014 with role: trader
  [dumpState.stationEntity] StationEntity.m:2392: Nr 21: Ophidian Class Yacht at distance 930959 with role: trader
Also big distances, so something similar might have happened.

Probably we need to check the issued amount of holding position slots (=distance / 500) against the number in the queue. When the difference becomes to big we should reset the starting distance and not only when it became empty.
And for post 1.76 make it an array with slots and not something that is increased on every new request.

EDIT: I now tested a quick fix that resets the distance when getting to high in comparison to the ships in queue. Above AI now no longer can blow up the distance. All stayed within reasonable values.
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Re: Docking Queue - version 1.75.3

Post by DaddyHoggy »

Nicely done Eric...
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