Sign Up

Onigiri has encountered fatal error.A log of this error has

Anything Onigiri related!

Onigiri has encountered fatal error.A log of this error has

Postby torn » 24 Jul 2014, 21:33

Onigiri has encountered fatal error.A log of this error has been saved in : D:/Onigiri-US/onigiri-0725-1214,log
torn
 
Posts: 3
Joined: 08 Jun 2014, 22:34

Re: Onigiri has encountered fatal error.A log of this error

Postby Kiku » 25 Jul 2014, 00:48

I've been getting those too occasionally, but it doesn't seem to affect the game other than the crashes it leads to :D
Image
Image
User avatar
Kiku
 
Posts: 41
Joined: 11 Jun 2014, 20:59

Re: Onigiri has encountered fatal error.A log of this error

Postby Rufei » 26 Jul 2014, 01:19

Outside of being useful to report with (remember, use this page), they also have some really interesting logging and reveal a little bit behind the logic of the client. For instance:

2014-07-25 17:47:42 [info][StageClock] # StageTimeSync > serverTime:290271, reqTime:290201, nowTime:290284, diff:28.500000

This reveals that I'm desynched from the server by 28.5 ms. The window between reqTime and nowTime suggests that they're using a multi-frame check for collision detection, common in multiplayer games (Valve has a great article/wiki page on this, with Counterstrike as the example). As a note, the mean timestamp, 290242.5, indicates the frame that my client is currently on.

2014-07-25 17:46:25 [trace][StagePlayerModel] damage [model:38, dmg:3738, hp:0]
2014-07-25 17:46:25 [info][StagePlayerModel] _die called by hitAttack id;38, charaName:--censored--, action state:2]
2014-07-25 17:46:25 [info][StagePlayerModel] called _die id;38, charaName:--censored--, action state:2]

This tells us that there is a separate frame that reports a character's death, meaning that it is quite possible to receive the damage and lag a bit before dying if the server is under stress (or your connection suddenly starts sucking). It also tells us that the logging doesn't track who the damage came from, which potentially means that the client doesn't receive this data (and that the damage and everything is done server-side). For those who wanted to make mods or something (like a healer mod that watches for allies getting hit by enemies), it implies that you're going to have to track which model id corresponds to an ally instead of just watching for damage frames from enemies.

# Model Added > id:38
# Player Added > name:--censored--

Fortunately, it seems to do that for us.

2014-07-25 17:44:35 [debug][StatusModifier.OneSideExclusiveMaximumModifier] add StatusModifier > status:20, val:35, time:50000

I believe this is Idaten cast on me, with a likely value of +35% movement and lasting for 50 seconds. Not sure which rank though.

2014-07-25 17:39:47 [trace][StagePlayerModel] damage [model:41822, dmg:0, hp:2293]
2014-07-25 17:39:47 [debug][StatusModifier.OneSideExclusiveMaximumModifier] add StatusModifier > status:20, val:34, time:50000
2014-07-25 17:39:47 [trace][StagePlayerModel] damage [model:41782, dmg:0, hp:3555]
2014-07-25 17:39:47 [debug][StatusModifier.OneSideExclusiveMaximumModifier] add StatusModifier > status:20, val:34, time:50000
...

This is Rapid Storm, which adds +34% movement and lasts for 50 seconds.

2014-07-25 17:33:11 [trace][Locale] replace resource[/res/ui/tex/achievement/LV10.dds]
2014-07-25 17:33:11 [trace][Locale] replace resource[/res/ui/tex/achievement/LV100.dds]
2014-07-25 17:33:11 [trace][Locale] replace resource[/res/ui/tex/achievement/LV20.dds]
2014-07-25 17:33:11 [trace][Locale] replace resource[/res/ui/tex/achievement/LV30.dds]
2014-07-25 17:33:11 [trace][Locale] replace resource[/res/ui/tex/achievement/LV50.dds]
2014-07-25 17:33:11 [trace][Locale] replace resource[/res/ui/tex/achievement/LV70.dds]

...I guess don't expect an achievement for lv 80 and 90?
Rufei: Lv 7x (VIT/POW Spear/Axe)
Image
User avatar
Rufei
 
Posts: 159
Joined: 08 Jun 2014, 12:37
Location: St. Louis


Return to General Discussion

Who is online

Users browsing this forum: No registered users and 71 guests