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[10.15] bridge removal desync and server down

Started by asaphxiix, December 13, 2012, 10:44:30 PM

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asaphxiix

Hello, I managed to recreate this bug - created a server, then connected to it locally. As client, I ran a long double bridge and put stops and signals on it, then destroyed it on 50,160 - and was kicked out. However, the server continued to run, and it performed the bridge removal. The client did not. I was then able to reconnect with the client and see the bridge was removed.

Afterwards, I loaded the saved game from before the removal on the server, and reconnected with the client - this time no desync.

I then tried a brand new recreation - this time with two clients connected to the server, and one performing the deed - this time no effect :\

http://simutrans-germany.com/files/upload/jkl.sve
elusive bug.

jamespetts

Hmm - very odd: I can't reproduce this; at least, not on my current 10.x branch.
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asaphxiix

I think it may be related to the issue that brought down the server?

jamespetts

If that is so, the issue is fixed on the 10.x branch.
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ӔO

I would suggest building stations on terra firma or elevated instead of bridges.
far less hassle when you need to upgrade the tracks.
My Sketchup open project sources
various projects rolled up: http://dl.dropbox.com/u/17111233/Roll_up.rar

Colour safe chart:


jamespetts

Download Simutrans-Extended.

Want to help with development? See here for things to do for coding, and here for information on how to make graphics/objects.

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