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[11.18] Ship Stuck

Started by Sarlock, February 17, 2014, 08:58:49 PM

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Sarlock

This may be related to the other bug where the ship was waiting for 1700 hours to load.  This one was set to fill to 20%, which it did, then filled right up to 100% and refuses to leave the station.  I cannot edit the Schedule or use No Load or Go to Depot to reroute it, it is just permanently fixed to the station.

Even more interesting is that any new convoys that I send out on this line will go to the station, load any available cargo (as soon as it reaches 20% load) and immediately depart without any loading time.

I could just delete the ship in Details but I am leaving it here in case you want to do any research in to the data to see what is going on.  Unlike the other example, which had a very long load wait time, this one is just sitting there with no timer.  I changed the name of the ship to indicate the time that I first noticed it sitting there, though I think it has been there for significantly longer than that, given that it is fully loaded.  It has been there at least 4 months that I know of.


jamespetts

Can you save the game in this state and upload it for me to analyse in case something changes in the online game before I get to this issue?

Sarlock

I have sent you the link via PM to the save game.

Interestingly, I am able to call the ship to depot.  When I do so, it, of course, loses its cargo and nicely tucks away in to the depot, as it should.  When I send it back out again, it heads to the station and immediately resumes a 100-->20% loading status even though it is now empty and will not load the milk sitting at the station.  If you send out a second boat (there is one pre-configured in the depot for you to use) it will happily grab the cargo waiting while the "bugged" boat sits empty (but says 100%).  The rest of the ships on this line appear to be acting normally.

jamespetts

This is a very curious one - the arrival time on the stuck ships is many hundreds of years into the future. I have not been able to reproduce this actually occurring, only the results, as you see, so I have instead coded a workaround that detects this condition and resets the arrival time.

I also then found that the ships so afflicted would have trouble finding a route for some reason, so I have also experimentally increased the maximum routing depth (or rather, mandated it being at a higher value) to see whether this is workable in terms of performance. This should obviate the need to set multiple waypoints for ships, but might have a significant performance impact (yet to be assessed).

Sarlock

Thank you.  I wonder if it is related to the frequent desynchs with the server.  Perhaps this convoy was caught in some sort of time vortex during a desynch event.  (not sure if the client holds any of that data or if it is all server-side)

We shall see what the performance impact of the routing is.  From my experience, the things that drag the server down the most are month-end boundaries and snow altitude level changes.

jamespetts

Desynchronisations should not affect the actual game mechanics of the server - it just means that the client loses synchronisation and disconnects, whilst the server continues happily as if nothing had happened (unless all clients are disconnected, in which case it pauses, just the same as it would pause if all clients disconnected voluntarily).