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    Technical Issues and Bugs

    • memory inspector doesn't update size when reloading
      • sparr

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      No one has replied

    • Global Resets increasing (with suggestions for remediation)
      • tedivm

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      7257
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      Global resets happen every 6 hours currently.
    • Bug with sending energy via link: Loss not accounted for
      • Admiral

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      2769
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      No one has replied

    • Container with negative decay time
      • Suppen

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      4836
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      True, but it's a different kind of bug that requires a different kind of solution.
    • ?

      Garbage collection costing me 15-30 cpu each tick?
      • Guest

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      My mistake. I looked at seancl, you all look the same You can see the name of other players by pasting the following in the browser console. _.pluck(_.filter(angular.element(document.getElementsByClassName('room ng-scope')).scope().Room.objects, {type:"creep"}), "name")
    • PathFinder ignores 255 cost for one-step paths
      • sparr

      3
      3
      Posts
      5170
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      nihilrex suggests that there is an exception case in findPath for adjacent destinations, and PathFinder doesn't even get called in that case.
    • Full framework and version listing for client code?
      • Admiral

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      3564
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      There are no libraries except lodash 3.10.1. Node.js version is 6.6.0. We updated this info in the article.
    • [Source keepers]
      • Dissi

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      3272
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      Awsome, thanks for fixing this quickly!
    • [Market] Performing deal() with too little energy
      • Dissi

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      5
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      3833
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      You can always check replays in such case (preferrably before reporting a bug). Replays for your ticks seem to be perfectly normal.
    • Spawn create creep
      • shadow_bird

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      9846
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      xD Let say I was tired ^^
    • dropped energy decay rate incorrectly documented
      • sparr

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      4455
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      apparently, yes. I guess I was wrong about the documentation I had read. maybe the mistake is in the tutorial?
    • Game doesnt want to execute anything
      • EmptySet

      3
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      3606
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      Yes, I have. The limit reads as 10, but my scripts will not execute and anything I put in console also will not.     EDIT: Got it working by changing forks and pushing an update to the main module.
    • Managed to make CPU give up on me EDIT: for multiple people
      • Bleem

      12
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      14115
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      I don't think there will be many security cases like this. It was really a bad one, potentially very harmful vulnerability, there has not been even a single thing like this from the game launch 2 years ago. It's hard to predict all the consequences of how such changes could affect someone with undocumented stuff in player code like overriding the built-in console.log method (personally I think you should really implement your own console layer on top of it rather than modifying built-in game objects). I admit it is very frustrating, and we do our best to publish all important changes to the PTR first, but bad things can happen unfortunately.
    • High cpu cost of Game.market.getAllOrders()
      • tedivm

      14
      14
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      12418
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      Benchmark.js with node 6.6.0 Oh, that’s actually interesting. Looks like Object.assign has been improving in recent Node.js versions: ~# n use 5.10.1 test.js JSON x 775 ops/sec ±4.22% (73 runs sampled) Object assign x 621 ops/sec ±10.00% (70 runs sampled) Fastest is JSON ~# n use 6.2.1 test.js JSON x 744 ops/sec ±8.26% (68 runs sampled) Object assign x 773 ops/sec ±9.23% (83 runs sampled) Fastest is JSON,Object assign ~# n use 6.6.0 test.js JSON x 877 ops/sec ±1.96% (81 runs sampled) Object assign x 1,173 ops/sec ±0.73% (92 runs sampled) Fastest is Object assign Initially we’ve done our tests on 5.x a year ago. Anyway, Object.assign is only 30% faster, not a very big deal, and it doesn’t allow deep cloning (in case if we'll have inner objects in order info). This may require changing your underlying data structure a little bit Yes, internal data indexing is the only approach to speed things up which I can see here. It has its own drawbacks on our end, so we need to think about it carefully. For now we are not concerned with its current CPU cost, getAllOrders is not supposed to be called every tick. Meanwhile, the CPU cost label for this method has been changed to HIGH.
    • Help plz: Script execution has been terminated due to a fatal error
      • zGeneral

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      3746
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      Here is another thread regarding this issue. It is already resolved.
    • Cancel Subscription button doesn't work
      • Heilos

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      2796
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      No one has replied

    • Portal always goes to same location
      • Paul

      3
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      4537
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      It seems to be fixed now, all the portals I was keeping an eye on are going to different places now.
    • moveTo costCallback error handling
      • Amadox

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      3732
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      No one has replied

    • Creep carry not updating in web client
      • Yeurch

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      2930
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      No one has replied

    • [Market] Active order which can never be executed
      • Dissi

      5
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      5948
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      Market.deal method is not related to terminals. The limit is per player.

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