I've been working on a map for some time and have recently started testing it with a full house.
The last 3 times I've tested it between 5-20 minutes after the game started, everyone had their client lock up simultaneously with no error, no replay generated, no nothing. I've waited as long as 10 minutes but nothing ever resumes and the only way out is alt f4 or task manager.
Haven't had any luck finding someone who recognizes the problem least of all someone who knows a solution. I'm quite certain it's not the triggers since I went over them extensively after the second time this happened and rewrote many of them. Haven't had any luck recreating the bug with test in editor either.
If anyone recognizes this kind of crash or has a clue what might be the cause, I'd be most grateful to know.
I had a similar experience when producing an infinite data effect chain with no time delay (something like a complicated version of effect1 triggers effect2 triggers 1 again etc...). However it doesn't have to be data, a non-trivial infinite loop in triggers could probably cause the exact same thing.
You could try to reproduce the error while running the debug window, I am pretty sure you can open it via trigger, even when playing on bnet.
I've gone over the triggers again and I'm quite certain there are no loops there, so I'd assume there is a loop somewhere in the data editor. Having been unable to reproduce the crash thus far, how would one go about locating a data editor loop? Also curious if there can be a loop in actor events or should I be focusing my search on effects and weapons.
Its most likely a data problem. Triggers are not really able to completly freeze the game, since endless loops are terminated by the engine. So unless you are doing something super-stupid in your code it shouldnt be an issue.
It seems I've found what was causing the problem. One of my units had the search area for his attack referring to the set instead of the damage, causing a "set > persistent > search > set > persistent > search..." kind of loop. Every time he initiated an attack the game client would freeze/crash for everyone.
Strangely enough I could not reproduce it when testing in editor, but when I tried it on battle net it would crash every time the specific attack initiated. So I guess there's some kind of difference between using test in editor or having the map on battle net itself.
Anyway, I hope this helps people experiencing similar crashes, thanks for pointing me in the right direction.
"So I guess there's some kind of difference between using test in editor or having the map on battle net itself."
Lately this is becoming ever more the case. May need someone to compile a list of consistency issues between editor tests and battlenet play so it can be reported to the devs.
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I've been working on a map for some time and have recently started testing it with a full house.
The last 3 times I've tested it between 5-20 minutes after the game started, everyone had their client lock up simultaneously with no error, no replay generated, no nothing. I've waited as long as 10 minutes but nothing ever resumes and the only way out is alt f4 or task manager.
Haven't had any luck finding someone who recognizes the problem least of all someone who knows a solution. I'm quite certain it's not the triggers since I went over them extensively after the second time this happened and rewrote many of them. Haven't had any luck recreating the bug with test in editor either.
If anyone recognizes this kind of crash or has a clue what might be the cause, I'd be most grateful to know.
I had a similar experience when producing an infinite data effect chain with no time delay (something like a complicated version of effect1 triggers effect2 triggers 1 again etc...). However it doesn't have to be data, a non-trivial infinite loop in triggers could probably cause the exact same thing.
You could try to reproduce the error while running the debug window, I am pretty sure you can open it via trigger, even when playing on bnet.
@Kueken531: Go
So loops can cause this kind of crash?
I've gone over the triggers again and I'm quite certain there are no loops there, so I'd assume there is a loop somewhere in the data editor. Having been unable to reproduce the crash thus far, how would one go about locating a data editor loop? Also curious if there can be a loop in actor events or should I be focusing my search on effects and weapons.
Its most likely a data problem. Triggers are not really able to completly freeze the game, since endless loops are terminated by the engine. So unless you are doing something super-stupid in your code it shouldnt be an issue.
It seems I've found what was causing the problem. One of my units had the search area for his attack referring to the set instead of the damage, causing a "set > persistent > search > set > persistent > search..." kind of loop. Every time he initiated an attack the game client would freeze/crash for everyone.
Strangely enough I could not reproduce it when testing in editor, but when I tried it on battle net it would crash every time the specific attack initiated. So I guess there's some kind of difference between using test in editor or having the map on battle net itself.
Anyway, I hope this helps people experiencing similar crashes, thanks for pointing me in the right direction.
"So I guess there's some kind of difference between using test in editor or having the map on battle net itself."
Lately this is becoming ever more the case. May need someone to compile a list of consistency issues between editor tests and battlenet play so it can be reported to the devs.