Bug 51 - False Terrain update
: False Terrain update
Status: CONFIRMED
Product: Salem
Classification: Unclassified
Component: Server
: unspecified
: PC Windows
: --- trivial
Assigned To: loftar
Depends on:
Blocks:
  Show dependency treegraph
 
Reported: 2012-08-30 23:17 CEST by Luc Gruska
Modified: 2012-09-01 01:07 CEST (History)
1 user (show)

See Also:


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Description Luc Gruska 2012-08-30 23:17:50 CEST
Bug :: Sometimes when you teleport from boston to home the terrain from boston will stay but trees and objects of your home will update ontop of it

Further Info :: This only happens to the centre grid, all other grids will remain the way they should be.

Screenshots :: (I do not feel like attaching these as they are quite large) (Compressed by image host) 
*http://postimage.org/image/u1y3s0bop/
*http://postimage.org/image/jvvo0yqo7/
*http://postimage.org/image/i3pnbpvmn/

Possible Reason :: As I was not able to recreate this bug, I believe it to be very unlikely. So my guess the game did not receive one of the UDP Packets.

Suggestions to fix :: 

1) Change only the start terrain receiving to TCP
2) Make a check where you are receiving packets for the terrain to make it send again if not recieved within 2x the ping
3) Send the Packet twice (Will only reduce chances, not fix the bug)
Comment 1 loftar 2012-08-31 02:15:01 CEST
The bug is known, and it's not the protocol that fails, but rather the client's caching mechanism. Upon travel, sometimes, it does not invalidate the grid from the cache, and therefore never requests the proper one from the server.
Comment 2 loftar 2012-09-01 01:07:58 CEST
*** Bug 52 has been marked as a duplicate of this bug. ***