Inconsistent entitytarget= values in desync reports?
Inconsistent entitytarget= values in desync reports?
While comparing script.dat files between server and client on a number of desync reports, it seems that the value of entitytarget= is inconsistent between server and client?
Should the value be predictably the same on server and client, or does it point to some memory location that mostly will differ between server and client?
Example seen in the attached screenshot.
The actual desync report can be seen here: https://www.dropbox.com/s/q49nmtiqv9dqt ... 4.zip?dl=0
Should the value be predictably the same on server and client, or does it point to some memory location that mostly will differ between server and client?
Example seen in the attached screenshot.
The actual desync report can be seen here: https://www.dropbox.com/s/q49nmtiqv9dqt ... 4.zip?dl=0
- Attachments
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- Screen Shot 2019-08-11 at 01.11.24.png (357.13 KiB) Viewed 6072 times
Re: Inconsistent entitytarget= values in desync reports?
This difference doesnt matter, it will generally be different for each client
Re: Inconsistent entitytarget= values in desync reports?
Generally be different for most desyncs. In a non-desynced game if the client and server make a save at the exact same tick they should be identical. However, those values are never the thing that *triggers* the desync report to be created - there's always something else that started it.
If you want to get ahold of me I'm almost always on Discord.
Re: Inconsistent entitytarget= values in desync reports?
I'm seeing the same differences consistently across a range of desync reports for comfy's Mountain mod. If I can rule out entitytarget values then the only differences are <force-data> contents having some binary data off by 1, and most of the time (but not always) <entity-count> and <active-entities> being up by 1 value on the server but not desynced client. There must be an easier way to narrow down this situation as we haven't been able to determine despite hundreds of desyncs, what the trigger is. Also, multiple code reviews and debug data and process of elimination have been unhelpful so far. Any suggestions for this specific situation?
Re: Inconsistent entitytarget= values in desync reports?
Have you been testing with heavy-mode ?
Re: Inconsistent entitytarget= values in desync reports?
When I can't find origin of desync in tagged desync report, I use mod to take screenshot of every chunk directly after load (for both desynced and reference saves), and then use file compare to filter out chunks that are the same and finally just go through screenshots in alternating order (reference, desync, referene, desync, ...) and search for significant differences with my eyes (there are visual only variations that are not saved, so not all differences in screenshots are desync, restarting the game fresh and with CIL parameter --global-seed=12345 helps to weed out lot of the random visual variations; CIL parameter --disable-prototype-history might help speed up game restart if your modpack is large). That sometimes helps me to find an entity that's possible seed of the desync and then I can reason about what could have caused the entity to behave differently on client and server. If you already narrowed down caused of desync to let's say difference in active entity count, it might be also helpful to enable "show-active-state" in debug settigns (F4) before taking the screenshots.
For inspiration, my debugging mod is attached, but it's not pretty (because it has some unrelated stuff in it).
For inspiration, my debugging mod is attached, but it's not pretty (because it has some unrelated stuff in it).
Re: Inconsistent entitytarget= values in desync reports?
Wow that is an interesting idea to compare screenshots. We have had some success since posting by "guessing" what the off-by-one might be and testing our hypothesis. We found that we need to properly destroy tags before resetting the map (creating a new surface). This has been a major breakthrough in reducing the number of desyncs following soft resets (our hypothesis). For some of the other less frequent desyncs I think the screenshot comparison may be more useful to help with those.
Personally I haven't used heavy mode... I wouldn't really know how to use it. Until we were able to reproduce the desyncs we had to play the mod for hours at a time until they "appeared". Reading a bit more about it, I'm not sure if heavy mode would have been useful for that situation either?
Personally I haven't used heavy mode... I wouldn't really know how to use it. Until we were able to reproduce the desyncs we had to play the mod for hours at a time until they "appeared". Reading a bit more about it, I'm not sure if heavy mode would have been useful for that situation either?
Last edited by rocifier on Fri Oct 18, 2019 10:21 pm, edited 1 time in total.
Re: Inconsistent entitytarget= values in desync reports?
Chart tags?
If you want to get ahold of me I'm almost always on Discord.
Re: Inconsistent entitytarget= values in desync reports?
@posila I'm trying out your screenshot mod. In my instance when I load the map, it spits out 619 bitmaps in 31921_des folder. The problem is, all of the bmp files are at night, there are only a few variations and repeat screenshots of seemingly the same areas. I also tried setting cfg_screenshot_chunks to false and cfg_take_screenshot to true and it produced a set of dark pngs. cfg_screenshot_at_day is set to true. Has this happened to you before?
EDIT: cfg_screenshot_players set to true output non-black images for all players. This seems like a good enough place to start.
EDIT2: I found the cause of it not setting up daytime. It's hard coded to game.surfaces[1] but it seems that after the soft reset we create a new surface so it needed to be surfaces[2] to change the daylight (control.lua:55).
EDIT: cfg_screenshot_players set to true output non-black images for all players. This seems like a good enough place to start.
EDIT2: I found the cause of it not setting up daytime. It's hard coded to game.surfaces[1] but it seems that after the soft reset we create a new surface so it needed to be surfaces[2] to change the daylight (control.lua:55).
Re: Inconsistent entitytarget= values in desync reports?
Cool, after running the images through WinMerge and carefully examining the visual diff, I noticed what I initially thought were lighting changes to actually be different ore dropped on the ground. This happens when a player mines a rock, it spills ore in our map. Even though it's based on the random seed and I've set both seeds to be the same, there must be something else going on here. We also noticed the desync data was different inside <inventory> now. Hmmmm. The screenshot mod is helping to find the issue!
Re: Inconsistent entitytarget= values in desync reports?
Can you share the code you are using around the random generator?rocifier wrote: ↑Sat Oct 19, 2019 8:57 am Cool, after running the images through WinMerge and carefully examining the visual diff, I noticed what I initially thought were lighting changes to actually be different ore dropped on the ground. This happens when a player mines a rock, it spills ore in our map. Even though it's based on the random seed and I've set both seeds to be the same, there must be something else going on here. We also noticed the desync data was different inside <inventory> now. Hmmmm. The screenshot mod is helping to find the issue!
Re: Inconsistent entitytarget= values in desync reports?
Here is an example of the reference and desynced screenshots:
https://imgur.com/a/a7GIfbd
And here is the suspected code because of the screenshot:
https://gist.github.com/rocifier/9caee0 ... 614431163b
https://imgur.com/a/a7GIfbd
And here is the suspected code because of the screenshot:
https://gist.github.com/rocifier/9caee0 ... 614431163b
Code: Select all
--destroying and mining rocks yields ore -- load as last module
local math_random = math.random
local max_spill = 48
local rock_yield = {
["rock-big"] = 1,
["rock-huge"] = 2,
["sand-rock-big"] = 1
}
local rock_mining_chance_weights = {
{"iron-ore", 25},
{"copper-ore",17},
{"coal",13},
{"stone",9},
{"uranium-ore",2}
}
local texts = {
["iron-ore"] = {"Iron ore", {r = 200, g = 200, b = 180}},
["copper-ore"] = {"Copper ore", {r = 221, g = 133, b = 6}},
["uranium-ore"] = {"Uranium ore", {r= 50, g= 250, b= 50}},
["coal"] = {"Coal", {r = 0, g = 0, b = 0}},
["stone"] = {"Stone", {r = 200, g = 160, b = 30}},
}
local particles = {
["iron-ore"] = "iron-ore-particle",
["copper-ore"] = "copper-ore-particle",
["uranium-ore"] = "coal-particle",
["coal"] = "coal-particle",
["stone"] = "stone-particle"
}
local ore_raffle = {}
for _, t in pairs (rock_mining_chance_weights) do
for x = 1, t[2], 1 do
table.insert(ore_raffle, t[1])
end
end
local function create_particles(surface, name, position, amount, cause_position)
local direction_mod = (-100 + math_random(0,200)) * 0.0004
local direction_mod_2 = (-100 + math_random(0,200)) * 0.0004
if cause_position then
direction_mod = (cause_position.x - position.x) * 0.025
direction_mod_2 = (cause_position.y - position.y) * 0.025
end
for i = 1, amount, 1 do
local m = math_random(4, 10)
local m2 = m * 0.005
surface.create_entity({
name = name,
position = position,
frame_speed = 1,
vertical_speed = 0.130,
height = 0,
movement = {
(m2 - (math_random(0, m) * 0.01)) + direction_mod,
(m2 - (math_random(0, m) * 0.01)) + direction_mod_2
}
})
end
end
local function get_amount(entity)
local distance_to_center = math.floor(math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2))
local distance_modifier = 0.25
local base_amount = 35
local maximum_amount = 100
if global.rocks_yield_ore_distance_modifier then distance_modifier = global.rocks_yield_ore_distance_modifier end
if global.rocks_yield_ore_base_amount then base_amount = global.rocks_yield_ore_base_amount end
if global.rocks_yield_ore_maximum_amount then maximum_amount = global.rocks_yield_ore_maximum_amount end
local amount = base_amount + (distance_to_center * distance_modifier)
if amount > maximum_amount then amount = maximum_amount end
local m = (70 + math_random(0, 60)) * 0.01
amount = math.floor(amount * rock_yield[entity.name] * m)
if amount < 1 then amount = 1 end
return amount
end
local function on_player_mined_entity(event)
local entity = event.entity
if not entity.valid then return end
if not rock_yield[entity.name] then return end
event.buffer.clear()
local ore = ore_raffle[math_random(1, #ore_raffle)]
local player = game.players[event.player_index]
local inventory = player.get_inventory(defines.inventory.character_main)
if not inventory.can_insert({name = ore, count = 1}) then
local e = entity.surface.create_entity({name = entity.name, position = entity.position})
e.health = entity.health
player.print("Inventory full.", {200, 200, 200})
return
end
local count = get_amount(entity)
local position = {x = entity.position.x, y = entity.position.y}
player.surface.create_entity({name = "flying-text", position = position, text = "+" .. count .. " [img=item/" .. ore .. "]", color = {r = 200, g = 160, b = 30}})
create_particles(player.surface, particles[ore], position, 64, {x = player.position.x, y = player.position.y})
entity.destroy()
if count > max_spill then
player.surface.spill_item_stack(position,{name = ore, count = max_spill}, true)
count = count - max_spill
local inserted_count = player.insert({name = ore, count = count})
count = count - inserted_count
if count > 0 then
player.surface.spill_item_stack(position,{name = ore, count = count}, true)
end
else
player.surface.spill_item_stack(position,{name = ore, count = count}, true)
end
end
local function on_entity_died(event)
local entity = event.entity
if not entity.valid then return end
if not rock_yield[entity.name] then return end
local surface = entity.surface
local ore = ore_raffle[math_random(1, #ore_raffle)]
local pos = {entity.position.x, entity.position.y}
create_particles(surface, particles[ore], pos, 16, false)
if event.cause then
if event.cause.valid then
if event.cause.force.index == 2 or event.cause.force.index == 3 then
entity.destroy()
return
end
end
end
local amount = get_amount(entity)
amount = math.ceil(amount * 0.1)
if amount > 16 then amount = 16 end
entity.destroy()
surface.spill_item_stack(pos,{name = ore, count = amount}, true)
end
local event = require 'utils.event'
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Re: Inconsistent entitytarget= values in desync reports?
Looking at the screenshot, even the terrain tile under the ore items is different, which might point to actual desync happening much sooner. Do you do custom map-gen?
Re: Inconsistent entitytarget= values in desync reports?
Yes. And things start going wrong from when we soft-reset the map. I captured a brief heavy-mode recording which started from the first tick after a soft reset:
https://drive.google.com/open?id=1oVlHM ... HKoSixXVeY
Here's our terrain generation code:
Code: Select all
local math_random = math.random
local simplex_noise = require "utils.simplex_noise".d2
local rock_raffle = {"sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
local spawner_raffle = {"biter-spawner", "biter-spawner", "biter-spawner", "spitter-spawner"}
local noises = {
["no_rocks"] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}},
["no_rocks_2"] = {{modifier = 0.013, weight = 1}, {modifier = 0.1, weight = 0.1}},
["large_caves"] = {{modifier = 0.0033, weight = 1}, {modifier = 0.01, weight = 0.22}, {modifier = 0.05, weight = 0.05}, {modifier = 0.1, weight = 0.04}},
["small_caves"] = {{modifier = 0.008, weight = 1}, {modifier = 0.03, weight = 0.15}, {modifier = 0.25, weight = 0.05}},
["cave_ponds"] = {{modifier = 0.01, weight = 1}, {modifier = 0.1, weight = 0.06}},
["cave_rivers"] = {{modifier = 0.005, weight = 1}, {modifier = 0.01, weight = 0.25}, {modifier = 0.05, weight = 0.01}},
}
local caves_start = -360
local function get_noise(name, pos, seed)
local noise = 0
local d = 0
for _, n in pairs(noises[name]) do
noise = noise + simplex_noise(pos.x * n.modifier, pos.y * n.modifier, seed) * n.weight
d = d + n.weight
seed = seed + 10000
end
noise = noise / d
return noise
end
function get_cave_density_modifer(y)
if y < caves_start then y = y - 2048 end
local m = 1 + ((y) * 0.000175)
if m < 0.10 then m = 0.10 end
return m
end
local function get_replacement_tile(surface, position)
for i = 1, 128, 1 do
local vectors = {{0, i}, {0, i * -1}, {i, 0}, {i * -1, 0}}
table.shuffle_table(vectors)
for k, v in pairs(vectors) do
local tile = surface.get_tile(position.x + v[1], position.y + v[2])
if not tile.collides_with("resource-layer") then return tile.name end
end
end
return "grass-1"
end
local function process_rock_chunk_position(p, seed, tiles, entities, markets, treasure)
local m = get_cave_density_modifer(p.y)
local small_caves = get_noise("small_caves", p, seed)
local noise_large_caves = get_noise("large_caves", p, seed)
if noise_large_caves > m * -1 and noise_large_caves < m then
local noise_cave_ponds = get_noise("cave_ponds", p, seed)
--Green Water Ponds
if noise_cave_ponds > 0.80 then
tiles[#tiles + 1] = {name = "deepwater-green", position = p}
if math_random(1,16) == 1 then entities[#entities + 1] = {name="fish", position=p} end
return
else
if noise_cave_ponds > 0.785 then
tiles[#tiles + 1] = {name = "dirt-7", position = p}
return
end
end
--Chasms
if noise_cave_ponds < 0.12 and noise_cave_ponds > -0.12 then
if small_caves > 0.55 then
tiles[#tiles + 1] = {name = "out-of-map", position = p}
return
end
if small_caves < -0.55 then
tiles[#tiles + 1] = {name = "out-of-map", position = p}
return
end
end
--Rivers
local cave_rivers = get_noise("cave_rivers", p, seed + 100000)
if cave_rivers < 0.024 and cave_rivers > -0.024 then
if noise_cave_ponds > 0 then
tiles[#tiles + 1] = {name = "water-shallow", position = p}
if math_random(1,64) == 1 then entities[#entities + 1] = {name="fish", position=p} end
return
end
end
--Market Spots
if noise_cave_ponds < -0.80 then
tiles[#tiles + 1] = {name = "grass-" .. math.floor(noise_cave_ponds * 32) % 3 + 1, position = p}
if math_random(1,32) == 1 then markets[#markets + 1] = p end
if math_random(1,16) == 1 then entities[#entities + 1] = {name = "tree-0" .. math_random(1, 9), position=p} end
return
end
local no_rocks = get_noise("no_rocks", p, seed + 25000)
--Worm oil Zones
if p.y < -64 + noise_cave_ponds * 10 then
if no_rocks < 0.08 and no_rocks > -0.08 then
if small_caves > 0.35 then
tiles[#tiles + 1] = {name = "dirt-" .. math.floor(noise_cave_ponds * 32) % 7 + 1, position = p}
if math_random(1,500) == 1 then entities[#entities + 1] = {name = "crude-oil", position = p, amount = math.abs(p.y) * 500} end
if math_random(1,96) == 1 then
wave_defense_set_worm_raffle(math.abs(p.y) * 0.5)
entities[#entities + 1] = {name = wave_defense_roll_worm_name(), position = p, force = "enemy"}
end
if math_random(1,1024) == 1 then treasure[#treasure + 1] = p end
return
end
end
end
--Main Rock Terrain
local no_rocks_2 = get_noise("no_rocks_2", p, seed + 75000)
if no_rocks_2 > 0.80 or no_rocks_2 < -0.80 then
tiles[#tiles + 1] = {name = "dirt-" .. math.floor(no_rocks_2 * 8) % 2 + 5, position = p}
if math_random(1,512) == 1 then treasure[#treasure + 1] = p end
return
end
if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
tiles[#tiles + 1] = {name = "dirt-7", position = p}
if math_random(1,4) > 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, #rock_raffle)], position = p} end
return
end
if math.abs(noise_large_caves) > m * 7 then
tiles[#tiles + 1] = {name = "water", position = p}
if math_random(1,16) == 1 then entities[#entities + 1] = {name="fish", position=p} end
return
end
if math.abs(noise_large_caves) > m * 6.5 then
if math_random(1,16) == 1 then entities[#entities + 1] = {name="tree-02", position=p} end
if math_random(1,64) == 1 then markets[#markets + 1] = p end
end
if math.abs(noise_large_caves) > m * 5 then
tiles[#tiles + 1] = {name = "grass-2", position = p}
if math_random(1,512) == 1 then markets[#markets + 1] = p end
if math_random(1,384) == 1 then
wave_defense_set_worm_raffle(math.abs(p.y) * 0.5)
entities[#entities + 1] = {name = wave_defense_roll_worm_name(), position = p, force = "enemy"}
end
return
end
if math.abs(noise_large_caves) > m * 4.75 then
tiles[#tiles + 1] = {name = "dirt-7", position = p}
if math_random(1,3) > 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, #rock_raffle)], position = p} end
if math_random(1,2048) == 1 then treasure[#treasure + 1] = p end
return
end
if small_caves > (m + 0.05) * -1 and small_caves < m - 0.05 then
tiles[#tiles + 1] = {name = "dirt-7", position = p}
if math_random(1,5) > 1 then entities[#entities + 1] = {name = rock_raffle[math_random(1, #rock_raffle)], position = p} end
if math_random(1, 512) == 1 then treasure[#treasure + 1] = p end
return
end
tiles[#tiles + 1] = {name = "out-of-map", position = p}
end
local function rock_chunk(surface, left_top)
local tiles = {}
local entities = {}
local markets = {}
local treasure = {}
local seed = surface.map_gen_settings.seed
for y = 0, 31, 1 do
for x = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
process_rock_chunk_position(p, seed, tiles, entities, markets, treasure)
end
end
surface.set_tiles(tiles, true)
if #markets > 0 then
local position = markets[math_random(1, #markets)]
if surface.count_entities_filtered{area = {{position.x - 96, position.y - 96}, {position.x + 96, position.y + 96}}, name = "market", limit = 1} == 0 then
local market = mountain_market(surface, position, math.abs(position.y) * 0.004)
market.destructible = false
end
end
for _, p in pairs(treasure) do treasure_chest(surface, p) end
for _, e in pairs(entities) do
if game.entity_prototypes[e.name].type == "simple-entity" or game.entity_prototypes[e.name].type == "turret" then
surface.create_entity(e)
else
if surface.can_place_entity(e) then
surface.create_entity(e)
end
end
end
end
local function border_chunk(surface, left_top)
local trees = {"dead-grey-trunk", "dead-grey-trunk", "dry-tree"}
for x = 0, 31, 1 do
for y = 5, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if math_random(1, math.ceil(pos.y + pos.y) + 64) == 1 then
surface.create_entity({name = trees[math_random(1, #trees)], position = pos})
end
end
end
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local pos = {x = left_top.x + x, y = left_top.y + y}
if math_random(1, pos.y + 2) == 1 then
surface.create_decoratives{
check_collision=false,
decoratives={
{name = "rock-medium", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, pos.y + 2) == 1 then
surface.create_decoratives{
check_collision=false,
decoratives={
{name = "rock-small", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, pos.y + 2) == 1 then
surface.create_decoratives{
check_collision=false,
decoratives={
{name = "rock-tiny", position = pos, amount = math_random(1, 1 + math.ceil(20 - y / 2))}
}
}
end
if math_random(1, math.ceil(pos.y + pos.y) + 2) == 1 then
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = pos})
end
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}, type = "cliff"})) do e.destroy() end
end
local function biter_chunk(surface, left_top)
local tile_positions = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
tile_positions[#tile_positions + 1] = p
end
end
for i = 1, 2, 1 do
local position = surface.find_non_colliding_position("biter-spawner", tile_positions[math_random(1, #tile_positions)], 16, 2)
if position then
local e = surface.create_entity({name = spawner_raffle[math_random(1, #spawner_raffle)], position = position})
e.destructible = false
e.active = false
end
end
for _, e in pairs(surface.find_entities_filtered({area = {{left_top.x, left_top.y},{left_top.x + 32, left_top.y + 32}}, type = "cliff"})) do e.destroy() end
end
local function replace_water(surface, left_top)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
if surface.get_tile(p).collides_with("resource-layer") then
surface.set_tiles({{name = get_replacement_tile(surface, p), position = p}}, true)
end
end
end
end
local function out_of_map(surface, left_top)
for x = 0, 31, 1 do
for y = 0, 31, 1 do
surface.set_tiles({{name = "out-of-map", position = {x = left_top.x + x, y = left_top.y + y}}})
end
end
end
--[[
local function wall(surface, left_top, seed)
local entities = {}
for x = 0, 31, 1 do
for y = 0, 31, 1 do
local p = {x = left_top.x + x, y = left_top.y + y}
local small_caves = get_noise("small_caves", p, seed)
local cave_ponds = get_noise("cave_rivers", p, seed + 100000)
if y > 9 + cave_ponds * 6 and y < 23 + small_caves * 6 then
if small_caves > 0.35 or cave_ponds > 0.35 then
surface.set_tiles({{name = "water-shallow", position = p}})
else
surface.set_tiles({{name = "dirt-7", position = p}})
if math_random(1, 5) ~= 1 then
surface.create_entity({name = rock_raffle[math_random(1, #rock_raffle)], position = p})
end
end
else
surface.set_tiles({{name = "dirt-7", position = p}})
if surface.can_place_entity({name = "stone-wall", position = p, force = "enemy"}) then
if math_random(1,512) == 1 and y > 3 and y < 28 then
treasure_chest(surface, p)
else
if y < 7 or y > 23 then
if y <= 15 then
if math_random(1, y + 1) == 1 then
surface.create_entity({name = "stone-wall", position = p, force = "enemy"})
end
else
if math_random(1, 32 - y) == 1 then
surface.create_entity({name = "stone-wall", position = p, force = "enemy"})
end
end
end
end
end
if math_random(1, 32) == 1 then
if surface.can_place_entity({name = "small-worm-turret", position = p, force = "enemy"}) then
wave_defense_set_worm_raffle(math.abs(p.y) * 0.5)
surface.create_entity({name = wave_defense_roll_worm_name(), position = p, force = "enemy"})
end
end
end
end
end
end
]]
local function process_chunk(surface, left_top)
if not surface then return end
if not surface.valid then return end
if left_top.x >= 768 then return end
if left_top.x < -768 then return end
--if left_top.y % 1024 == 0 then wall(surface, left_top, surface.map_gen_settings.seed) return end
if left_top.y >= 0 then replace_water(surface, left_top) end
if left_top.y > 32 then game.forces.player.chart(surface, {{left_top.x, left_top.y},{left_top.x + 31, left_top.y + 31}}) end
if left_top.y == -128 and left_top.x == -128 then
local p = global.locomotive.position
for _, entity in pairs(surface.find_entities_filtered({area = {{p.x - 3, p.y - 4},{p.x + 3, p.y + 10}}, type = "simple-entity"})) do entity.destroy() end
end
if left_top.y < 0 then rock_chunk(surface, left_top) return end
if left_top.y > 96 then out_of_map(surface, left_top) return end
if left_top.y > 64 then biter_chunk(surface, left_top) return end
if left_top.y >= 0 then border_chunk(surface, left_top) return end
end
--[[
local function process_chunk_queue()
for k, chunk in pairs(global.chunk_queue) do
process_chunk(game.surfaces[chunk.surface_index], chunk.left_top)
global.chunk_queue[k] = nil
return
end
end
local function process_chunk_queue()
local chunk = global.chunk_queue[#global.chunk_queue]
if not chunk then return end
process_chunk(game.surfaces[chunk.surface_index], chunk.left_top)
global.chunk_queue[#global.chunk_queue] = nil
end
]]
local function on_chunk_generated(event)
if event.surface.index == 1 then return end
process_chunk(event.surface, event.area.left_top)
--global.chunk_queue[#global.chunk_queue + 1] = {left_top = {x = event.area.left_top.x, y = event.area.left_top.y}, surface_index = event.surface.index}
end
local event = require 'utils.event'
event.on_nth_tick(4, process_chunk_queue)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
Code: Select all
function reset_map()
global.chunk_queue = {}
local map_gen_settings = {
["seed"] = math.random(1, 1000000),
--["height"] = 256,
["width"] = 1536,
["water"] = 0.001,
["starting_area"] = 1,
["cliff_settings"] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
["default_enable_all_autoplace_controls"] = true,
["autoplace_settings"] = {
["entity"] = {treat_missing_as_default = false},
["tile"] = {treat_missing_as_default = true},
["decorative"] = {treat_missing_as_default = true},
},
}
if not global.active_surface_index then
global.active_surface_index = game.create_surface("mountain_fortress", map_gen_settings).index
else
game.forces.player.set_spawn_position({-2, 16}, game.surfaces[global.active_surface_index])
global.active_surface_index = soft_reset_map(game.surfaces[global.active_surface_index], map_gen_settings, starting_items).index
end
local surface = game.surfaces[global.active_surface_index]
--surface.freeze_daytime = true
--surface.daytime = 0.5
surface.request_to_generate_chunks({0,0}, 2)
surface.force_generate_chunk_requests()
for x = -768 + 32, 768 - 32, 32 do
surface.request_to_generate_chunks({x, 96}, 1)
surface.force_generate_chunk_requests()
end
game.map_settings.enemy_evolution.destroy_factor = 0
game.map_settings.enemy_evolution.pollution_factor = 0
game.map_settings.enemy_evolution.time_factor = 0
game.map_settings.enemy_expansion.enabled = true
game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
game.map_settings.enemy_expansion.settler_group_max_size = 8
game.map_settings.enemy_expansion.settler_group_min_size = 16
game.map_settings.pollution.enabled = false
game.forces.player.technologies["landfill"].enabled = false
game.forces.player.technologies["railway"].researched = true
game.forces.player.set_spawn_position({-2, 16}, surface)
locomotive_spawn(surface, {x = 0, y = 16})
reset_wave_defense()
global.wave_defense.surface_index = global.active_surface_index
global.wave_defense.target = global.locomotive_cargo
global.wave_defense.side_target_search_radius = 768
global.wave_defense.game_lost = false
--for _, p in pairs(game.connected_players) do
-- if p.character then p.character.disable_flashlight() end
--end
end
local function reset_forces(new_surface, old_surface)
for _, f in pairs(game.forces) do
local spawn = {x = game.forces.player.get_spawn_position(old_surface).x, y = game.forces.player.get_spawn_position(old_surface).y}
f.reset()
f.reset_evolution()
f.set_spawn_position(spawn, new_surface)
end
end
local function teleport_players(surface)
for _, player in pairs(game.connected_players) do
local spawn = player.force.get_spawn_position(surface)
local chunk = {math.floor(spawn.x / 32), math.floor(spawn.y / 32)}
if not surface.is_chunk_generated(chunk) then
surface.request_to_generate_chunks(spawn, 1)
surface.force_generate_chunk_requests()
end
local pos = surface.find_non_colliding_position("character", spawn, 3, 0.5)
player.teleport(pos, surface)
end
end
local function equip_players(player_starting_items)
for k, player in pairs(game.connected_players) do
if player.character then player.character.destroy() end
player.character = nil
player.set_controller({type=defines.controllers.god})
player.create_character()
for item, amount in pairs(player_starting_items) do
player.insert({name = item, count = amount})
end
end
end
function soft_reset_map(old_surface, map_gen_settings, player_starting_items)
if not global.soft_reset_counter then global.soft_reset_counter = 0 end
if not global.original_surface_name then global.original_surface_name = old_surface.name end
global.soft_reset_counter = global.soft_reset_counter + 1
local new_surface = game.create_surface(global.original_surface_name .. "_" .. tostring(global.soft_reset_counter), map_gen_settings)
new_surface.request_to_generate_chunks({0,0}, 1)
new_surface.force_generate_chunk_requests()
reset_forces(new_surface, old_surface)
teleport_players(new_surface)
equip_players(player_starting_items)
game.delete_surface(old_surface)
local message = table.concat({">> Welcome to ", global.original_surface_name, "!"})
if global.soft_reset_counter > 1 then
message = table.concat({">> The world has been reshaped, welcome to ", global.original_surface_name, " number ", tostring(global.soft_reset_counter), "!"})
end
game.print(message, {r=0.98, g=0.66, b=0.22})
server_commands.to_discord_embed(message)
return new_surface
end
Re: Inconsistent entitytarget= values in desync reports?
I guess knowing whats going on in here too would be usefulCode: Select all
local simplex_noise = require "utils.simplex_noise".d2
Re: Inconsistent entitytarget= values in desync reports?
So far we narrowed one of the desyncs down to this by process of elimination: if we add a robot locomotive driver and then call reset_map to force a soft reset, the driver desyncs, I believe he is the off-by-one active entity and <force> difference.
since from our understanding destroying a surface should destroy all its entities deterministically, could this potentially be a core game bug? The driver may even still be "being created" in some weird way when the reset is occuring. If we destroy this entity before we reset the map, we don't get any logs from heavy-mode, and we get much fewer desyncs.
To answer your question Klonan, the `simplex_noise` function is from here: https://github.com/thenumbernine/lua-si ... ter/2d.lua
Would it help if I put together a super simple map that illustrates the locomotive driver bug, or have we done something obviously wrong here? Full locomotive module:
Code: Select all
local function accelerate()
if not global.locomotive then return end
if not global.locomotive.valid then return end
if global.locomotive.get_driver() then return end
global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"})
global.locomotive_driver.driving = true
global.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}
end
To answer your question Klonan, the `simplex_noise` function is from here: https://github.com/thenumbernine/lua-si ... ter/2d.lua
Would it help if I put together a super simple map that illustrates the locomotive driver bug, or have we done something obviously wrong here? Full locomotive module:
Code: Select all
function locomotive_spawn(surface, position)
for y = -6, 6, 2 do
surface.create_entity({name = "straight-rail", position = {position.x, position.y + y}, force = "player", direction = 0})
end
global.locomotive = surface.create_entity({name = "locomotive", position = {position.x, position.y + -3}, force = "player"})
global.locomotive.get_inventory(defines.inventory.fuel).insert({name = "wood", count = 100})
global.locomotive_cargo = surface.create_entity({name = "cargo-wagon", position = {position.x, position.y + 3}, force = "player"})
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 8})
rendering.draw_light({
sprite = "utility/light_medium", scale = 5.5, intensity = 1, minimum_darkness = 0,
oriented = true, color = {255,255,255}, target = global.locomotive,
surface = surface, visible = true, only_in_alt_mode = false,
})
global.locomotive.color = {0, 255, 0}
global.locomotive.minable = false
global.locomotive_cargo.minable = false
global.locomotive_cargo.operable = false
end
local function fish_tag()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
if not global.locomotive_cargo.surface then return end
if not global.locomotive_cargo.surface.valid then return end
if global.locomotive_tag then
if global.locomotive_tag.valid then
if global.locomotive_tag.position.x == global.locomotive_cargo.position.x and global.locomotive_tag.position.y == global.locomotive_cargo.position.y then return end
global.locomotive_tag.destroy()
end
end
global.locomotive_tag = global.locomotive_cargo.force.add_chart_tag(
global.locomotive_cargo.surface,
{icon = {type = 'item', name = 'raw-fish'},
position = global.locomotive_cargo.position,
text = " "
})
end
local function accelerate()
if not global.locomotive then return end
if not global.locomotive.valid then return end
if global.locomotive.get_driver() then return end
global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"})
global.locomotive_driver.driving = true
global.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}
end
local function remove_acceleration()
if not global.locomotive then return end
if not global.locomotive.valid then return end
if global.locomotive_driver then global.locomotive_driver.destroy() end
global.locomotive_driver = nil
end
local function set_player_spawn_and_refill_fish()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
global.locomotive_cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = "raw-fish", count = 4})
local position = global.locomotive_cargo.surface.find_non_colliding_position("stone-furnace", global.locomotive_cargo.position, 16, 2)
if not position then return end
game.forces.player.set_spawn_position({x = position.x, y = position.y}, global.locomotive_cargo.surface)
end
local function set_daytime()
if not global.locomotive_cargo then return end
if not global.locomotive_cargo.valid then return end
local p = global.locomotive_cargo.position.y
local t = math.abs(global.locomotive_cargo.position.y) * 0.02
if t > 0.5 then t = 0.5 end
global.locomotive_cargo.surface.daytime = t
game.print(t)
end
local function tick()
if game.tick % 30 == 0 then
if global.game_reset_tick then
if global.game_reset_tick < game.tick then
global.game_reset_tick = nil
reset_map()
end
end
fish_tag()
accelerate()
if game.tick % 1800 == 0 then
set_player_spawn_and_refill_fish()
end
else
remove_acceleration()
end
end
local event = require 'utils.event'
event.on_nth_tick(5, tick)
Re: Inconsistent entitytarget= values in desync reports?
I cannot create a desync by simply doing global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"}) global.locomotive_driver.driving = true and then deleting that surface. Neither with /c global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"}) global.locomotive_driver.driving = true; global.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}; game.delete_surface(global.locomotive.surface);.
I'm an admin over at https://wiki.factorio.com. Feel free to contact me if there's anything wrong (or right) with it.
Re: Inconsistent entitytarget= values in desync reports?
If I enter the /c command with our scenario running, I get heuristic fails in heavy mode.Bilka wrote: ↑Mon Oct 21, 2019 11:19 am I cannot create a desync by simply doing global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"}) global.locomotive_driver.driving = true and then deleting that surface. Neither with /c global.locomotive_driver = global.locomotive.surface.create_entity({name = "character", position = global.locomotive.position, force = "player"}) global.locomotive_driver.driving = true; global.locomotive_driver.riding_state = {acceleration = defines.riding.acceleration.accelerating, direction = defines.riding.direction.straight}; game.delete_surface(global.locomotive.surface);.
I have spent a long while eliminating code right down to these lines:
Code: Select all
surface.request_to_generate_chunks({0,0}, 2)
surface.force_generate_chunk_requests()
for x = -768 + 32, 768 - 32, 32 do
surface.request_to_generate_chunks({x, 96}, 1)
surface.force_generate_chunk_requests()
end