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https://www.lordswm.com/war.php?lt=-1&warid=812145751
I've defended with my 1 efk and my GMB lost his turn, counting as he defended before his second turn.

https://www.lordswm.com/war.php?warid=812141879
Aparently there's nothing wrong, but on the first turn when the hellhorse attacked my efk, fear didn't proc, then the second hellhorse killed the farie and was my efk turn... I wasn't abled to move at all with my efk, when I reloaded the page, sunddely my efk has moved on the first turn from a fear proc.
could be your flash player lagging ..or just a bug
flash player lagging

But I saw the second hellhorse killing the faries and when I got my efk turn, he was still locked on the starting position. No fear proc at all.

In the other battle with my GMB, these 11 griffins dived before his second turn, and they landed before he could act again. There is always enough time to get a turn before the dive's landing. The knight didn't had anything to stun him.
(Not that would change the outcome, anyways)
in the 1st battle, GMB have 11.2 ini, where RG have 18.3.

RG are moving at 1 (beginning of combat), the 1st stack moving will dive at 6.4 and land at 11.9.
GMB rounds are going to be 6, then 15, then (eventually) 23.8.

It's calculated roughly, but shows you that griffins would have 3 rounds before GMB get 2 because of the high ini the knight hero had.

On both cases, the replay shows the action as it actually happened on the server, which apparently is not what you saw.

We had a similar bug in the past, during a pirate event; when one creature would die, the client would still account for it and delay your turn (while server side things were going forward). Result, after a few rounds, things would freeze.

In this case, it seems to be only a problem related to your system, since no other players have reported (yet), and not as troublesome. I'd think it's a desync between your client and the server.

First question: were you running several flash instances? (IE, using flash on another tab or browser while playing these battles)? If that was the case, try closing all instances before loading a battle (if one is already loading, just close the other ones and reload).

Have you experienced memory issues before playing (PC, not yours)?
flash eats LOTS of memory, specially if it stays on too long. every now and then, closing all browsers and waiting a minute helps.

have you tried a different browser?

Possible solutions to try:
Clear your cache (both browser and flash - for flash, right click on a flash applet, then select "global settings" and you'll have a "clear cache" option right there - go to Advanced tab if you have more than one browser installed).

Check that you have the latest flash version fully working - remember that although previous ones work fine with this site, you may have had a bad update with mixed files. Best option in that case is to uninstall and reinstall flash completely.

try on a different computer, if you have one available.

I understand that this glitch is not continuous, so it may take a few tries to see if it reappear.
But at the same time, if it never does, i think you can safely assume that you found the problem.
Also i see that these fights were consecutive, so i guess you did not restart flash in between.
If the client was desynced due to a cache issue, it probably would carry the problem over from one fight to the other.
First question: were you running several flash instances?

Nope.

Have you experienced memory

Yes, since I've refreshed/reseted the firefox, it's memory usage did go crazy.
I've noticed over 6GB+ usage of ram, with not that many tabs opened. Although it usually takes a few days without turning off the computer.

If this problem is related with personal server desy, won't be linked with the ip door access, rather than this glitch with firefox memory poorly usage?


have you tried a different browser?

Nope. This glitch is quite unusual and only happened once after a couple of years playing this game. I don't have high expectations to ever replaying the same glitch again, not any time soon at least.

try on a different computer, if you have one available.

Definitely this problem has nothing to do with my computer config.

If the client was desynced due to a cache issue, it probably would carry the problem over from one fight to the other.

Yeah, but I only receive the signal of the outcome, if there is any interference in between, seems more plausible to be a server issue. When this game could still reach 11k+ players online at same time and doing quick battles, didn't this server suffered a similar problem?
If this problem is related with personal server desy, won't be linked with the ip door access, rather than this glitch with firefox memory poorly usage?

no, server side things seem to run smoothly. It's the client interface that breaks up, and looses data when receiving from the server. So it does not process some actions.

What happens is this: something happens on the server (IE, a knockback), but your client does not receive/process the data. So server says unit is in 6/6, while on your screen it's still on 5/6. When you order to go from 5/6 to any other location, client send the request to server, but server answers with an error because there is no troop in 6/6.
If it is not a movement or attack, client waits for another input, and timer goes by. once it reaches 0, server inputs that it's next troop round, but client clock is already running the clock for it, so you don't realize your move didn't happen. And so on, the more you wait, the fuzzier it becomes.

This kind of data loss is known to happens sometimes on flash, when memory is overloaded. It just never discards old stuff, and keeps filling until there's too much to process and starts loosing bits & pièces.

It also means that if you open a tab, use a flash app, then open another tab, use flash again and then close the first tab, chances are that all the data from the first tab is still in memory. That would explain your 6GB.
To flush it, you'll need to completely close FF. (this is a FF related issue, it happens less on chrome or IE).



Yeah, but I only receive the signal of the outcome, if there is any interference in between, seems more plausible to be a server issue. When this game could still reach 11k+ players online at same time and doing quick battles, didn't this server suffered a similar problem?

What probably happened is this: your flash memory was overloaded, and couldn't process the data. Because you didn't restart it, memory kept being full during the next battle, and the problem repeated.

What makes me think that this time it was not a server issue is that nobody else reported the problem. If the processing errors were on the server, several other battles in the same time span ought to be affected (as it happened during pirate event).
Interesting stuff.

As for my firefox, I believe it's curretly bugged, since it never reached those 6GBs before a recently reinstalation.
With other browsers I had reached over 30 tabs opened and I didn't go over 200mbs of memory usage, while the firefox with about 5 - 6 tabs reached these 6Gbs... If I restart the computer or cease the firefox execution it will temporarly fix the issue, but overall, it seems something got messy on it's coding structure. Anyways, not much of an issue actually. (besides sync problem that could've be caused by it.)
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