Bug reports

Official forum of apterous.org, the website which allows you to play against other people over the Internet.
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Andrew Feist
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Re: Bug reports

Post by Andrew Feist »

The numbers board has buttons that say "(" and ")" but they don't do anything.

(As far as the console goes, I see nothing happen when I push a parenthesis -- the other buttons make "TPP 10" show up.)
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Ian Volante
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Re: Bug reports

Post by Ian Volante »

I seem to be getting a lot of crashes today. I'm playing fine at the moment (if a little slowly), but the error checks are piling up with loads of failed KeepAlives.

Here's a bit from the console that may correspond:

CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@e5b3b9
{KeepaliveThread} Could not send keepalive
java.net.SocketException: Socket closed
at java.net.SocketOutputStream.socketWrite(Unknown Source)
at java.net.SocketOutputStream.write(Unknown Source)
at net.DirectNetworkLayer$Counter.write(DirectNetworkLayer.java:36)
at java.io.ObjectOutputStream$BlockDataOutputStream.drain(Unknown Source)
at java.io.ObjectOutputStream$BlockDataOutputStream.writeByte(Unknown Source)
at java.io.ObjectOutputStream.writeFatalException(Unknown Source)
at java.io.ObjectOutputStream.writeObject(Unknown Source)
at net.DirectNetworkLayer.writeObject(DirectNetworkLayer.java:81)
at net.client.CXInfoClient$KeepaliveThread.run(CXInfoClient.java:180)
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@7169e6
RX net.MessageToClient$GamesInProgressUpdate@7169e6
meles meles meles meles meles meles meles meles meles meles meles meles meles meles meles meles
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Kai Laddiman
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Re: Bug reports

Post by Kai Laddiman »

Simon Myers wrote:I didn't lose connection during this game, but nevertheless the conundrum wasn't the original:

http://www.apterous.org/viewgame.php?ga ... 30#r901630

I could post the Java log, but nothing seems untoward on that end.
Haha, if Kirk misses it, so does Team Kirk.
16/10/2007 - Episode 4460
Dinos Sfyris 76 - 78 Dorian Lidell
Proof that even idiots can get well and truly mainwheeled.
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Ben Wilson
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Re: Bug reports

Post by Ben Wilson »

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Kai Laddiman
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Re: Bug reports

Post by Kai Laddiman »

Ben Wilson wrote:[http://apterous.org/viewgame.php?game=6 ... 24#r908724]Fat fingers are not your friends[/url].
Well put there.
16/10/2007 - Episode 4460
Dinos Sfyris 76 - 78 Dorian Lidell
Proof that even idiots can get well and truly mainwheeled.
Dinos Sfyris
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Re: Bug reports

Post by Dinos Sfyris »

I'm guessing from the lack of games today Apterous is down atm? Any idea when it'll be back up?

Also to counter whining for my lexonerd fix, let's be thankful for the very major proportion of the time that apterous is fully functional, and for all its excellent new facilities. Charlie rocks :)
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Among your many other talents it appears that your are now doing sex change operations as well Charlie! in the chat window this morning...

Time's up and Maxine Silkstone was the only person to get it; he solved it in 16.6 seconds and recieves 3 points. The answer to UILNGTTG was GLUTTING


I know there's not many of us girlies but y'know...

Max
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Jon O'Neill
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Re: Bug reports

Post by Jon O'Neill »

Just playing the duel at work on Firefox 3.0.10. Its a 64-bit machine. I'm running Java 6.0.110.3. I got to round 4 (a numbers game) and half way through an error message [java.net Socket Exception: Software caused connection abort:] popped up. The clock kept on running until the end of the round but the solution box did not pop up. I pressed OK on the error message, and it stuck at the 30 seconds gone position in the numbers game. The error message keeps popping up every 30 seconds or so.

Here's the console:

Code: Select all

Numbers frame visible? true
Creating revelation timer
Created revelation timer, starting...
Started revelation timer.
Sending target
1
PLAYING MUSIC FOR TIME 30 FROM POS 0
Midi device unavailable!
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@63a1ae
RX net.MessageToClient$SpectatorMessage@63a1ae
XX net.MessageToClient$SpectatorMessage@63a1ae
EVINSERT:Ryan Adams beat Ian Henley, 73-59.
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@10bc995
RX net.MessageToClient$GamesInProgressUpdate@10bc995
XX net.MessageToClient$GamesInProgressUpdate@10bc995
Exec delta: -[-2240662462200430758: null]
Exec delta: +[-2557750806010078045: net.GameSummary@df8b14]
Exec delta: +[4029986333889849647: net.GameSummary@23d08b]
Exec delta: +[-6921576537406674118: net.GameSummary@1508f31]
Exec delta: +[6396884587004590275: net.GameSummary@1e8fa70]
Exec delta: +[4052733003099793724: net.GameSummary@91f0de]
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1898115
CX sent keepalive
{ClientReceiveThread} 
	java.io.EOFException
	at java.io.ObjectInputStream$BlockDataInputStream.readFully(Unknown Source)
	at java.io.ObjectInputStream.defaultReadFields(Unknown Source)
	at java.io.ObjectInputStream.readSerialData(Unknown Source)
	at java.io.ObjectInputStream.readOrdinaryObject(Unknown Source)
	at java.io.ObjectInputStream.readObject0(Unknown Source)
	at java.io.ObjectInputStream.readObject(Unknown Source)
	at net.DirectNetworkLayer.readObject(DirectNetworkLayer.java:89)
	at net.client.CXInfoClient$ReceiveThread.run(CXInfoClient.java:141)
ClientGame129 << GameEvent{key=129,pos=1,o=775}
Method request? 
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1742dfe
{KeepaliveThread} Could not send keepalive
	java.net.SocketException: Software caused connection abort: socket write error
	at java.net.SocketOutputStream.socketWrite0(Native Method)
	at java.net.SocketOutputStream.socketWrite(Unknown Source)
	at java.net.SocketOutputStream.write(Unknown Source)
	at net.DirectNetworkLayer$Counter.write(DirectNetworkLayer.java:36)
	at java.io.ObjectOutputStream$BlockDataOutputStream.drain(Unknown Source)
	at java.io.ObjectOutputStream$BlockDataOutputStream.setBlockDataMode(Unknown Source)
	at java.io.ObjectOutputStream.writeNonProxyDesc(Unknown Source)
	at java.io.ObjectOutputStream.writeClassDesc(Unknown Source)
	at java.io.ObjectOutputStream.writeOrdinaryObject(Unknown Source)
	at java.io.ObjectOutputStream.writeObject0(Unknown Source)
	at java.io.ObjectOutputStream.writeFatalException(Unknown Source)
	at java.io.ObjectOutputStream.writeObject(Unknown Source)
	at net.DirectNetworkLayer.writeObject(DirectNetworkLayer.java:81)
	at net.client.CXInfoClient$KeepaliveThread.run(CXInfoClient.java:180)
With the

Code: Select all

CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1742dfe
{KeepaliveThread} Could not send keepalive
	java.net.SocketException: Software caused connection abort: socket write error
	at java.net.SocketOutputStream.socketWrite0(Native Method)
	at java.net.SocketOutputStream.socketWrite(Unknown Source)
	at java.net.SocketOutputStream.write(Unknown Source)
	at net.DirectNetworkLayer$Counter.write(DirectNetworkLayer.java:36)
	at java.io.ObjectOutputStream$BlockDataOutputStream.drain(Unknown Source)
	at java.io.ObjectOutputStream$BlockDataOutputStream.setBlockDataMode(Unknown Source)
	at java.io.ObjectOutputStream.writeNonProxyDesc(Unknown Source)
	at java.io.ObjectOutputStream.writeClassDesc(Unknown Source)
	at java.io.ObjectOutputStream.writeOrdinaryObject(Unknown Source)
	at java.io.ObjectOutputStream.writeObject0(Unknown Source)
	at java.io.ObjectOutputStream.writeFatalException(Unknown Source)
	at java.io.ObjectOutputStream.writeObject(Unknown Source)
	at net.DirectNetworkLayer.writeObject(DirectNetworkLayer.java:81)
	at net.client.CXInfoClient$KeepaliveThread.run(CXInfoClient.java:180)
bit repeating itself.
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Kirk Bevins
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Re: Bug reports

Post by Kirk Bevins »

Maxine Silkstone wrote:Among your many other talents it appears that your are now doing sex change operations as well Charlie! in the chat window this morning...

Time's up and Maxine Silkstone was the only person to get it; he solved it in 16.6 seconds and recieves 3 points. The answer to UILNGTTG was GLUTTING


I know there's not many of us girlies but y'know...

Max
I hope that wasn't a copy and paste as you spelt "receives" wrong too.
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Charlie Reams
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Re: Bug reports

Post by Charlie Reams »

Kirk Bevins wrote:
Maxine Silkstone wrote:Among your many other talents it appears that your are now doing sex change operations as well Charlie! in the chat window this morning...

Time's up and Maxine Silkstone was the only person to get it; he solved it in 16.6 seconds and recieves 3 points. The answer to UILNGTTG was GLUTTING


I know there's not many of us girlies but y'know...

Max
I hope that wasn't a copy and paste as you spelt "receives" wrong too.
Maxine must've retyped the message (for some reason) because it's spelt correctly in the game. Also you used "wrong" wrongly.
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Pedants!! :roll:
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Charlie Reams
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Re: Bug reports

Post by Charlie Reams »

Maxine Silkstone wrote:Pedants!! :roll:
I know! What kind of person would object to one letter being out of place?!

PS. The original bug is fixed now :)
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Thanks Charlie! Sex change reversals too!
JackHurst
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Re: Bug reports

Post by JackHurst »

The last two times I have got a century in a standard fifteen I haven't found a benjamin in my pocket. Im not too worried about this, but i just thought i'd give you a heads up in case something got sabotaged, cheers. :)
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Charlie Reams
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Re: Bug reports

Post by Charlie Reams »

JackHurst wrote:The last two times I have got a century in a standard fifteen I haven't found a benjamin in my pocket. Im not too worried about this, but i just thought i'd give you a heads up in case something got sabotaged, cheers. :)
Did you check how many you had before and after? My guess is that you actually did get one, but for some reason chat didn't inform you.
JackHurst
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Re: Bug reports

Post by JackHurst »

Charlie Reams wrote:
JackHurst wrote:The last two times I have got a century in a standard fifteen I haven't found a benjamin in my pocket. Im not too worried about this, but i just thought i'd give you a heads up in case something got sabotaged, cheers. :)
Did you check how many you had before and after? My guess is that you actually did get one, but for some reason chat didn't inform you.
Im actually really sad, because i can remember how many benjamins i have. I got my 50th last night, despite the two centuries i managed to muster up today, i still have 50.

Although I am quite stupid, you appear to have overestimated my stupidity there :P
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Re: Bug reports

Post by JackHurst »

Sorry to continually moan, but I've also had a problem where the numbers box doesn't show up when i have to show my solution which has resulted in me losing some games. I think its probably somethign wrong with my computer rather than apterous. I still wonder if anyone could suggest a way I could fix it myself.

Im using firefox
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Innis Carson
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Re: Bug reports

Post by Innis Carson »

Not really important, but it's possible to cheat on the teasers by looking in the chat logs, where you can see people's correct guesses.
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Charlie Reams
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Re: Bug reports

Post by Charlie Reams »

Innis Carson wrote:Not really important, but it's possible to cheat on the teasers by looking in the chat logs, where you can see people's correct guesses.
Haha. Creative, I like it. Will think of some way to fix this.
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Darren Carter
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Re: Bug reports

Post by Darren Carter »

Innis Carson wrote:Not really important, but it's possible to cheat on the teasers by looking in the chat logs, where you can see people's correct guesses.
So *that's* how you have managed to get over 500 points..... ;)
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Kai Laddiman
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Re: Bug reports

Post by Kai Laddiman »

16/10/2007 - Episode 4460
Dinos Sfyris 76 - 78 Dorian Lidell
Proof that even idiots can get well and truly mainwheeled.
Andrew Feist
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Re: Bug reports

Post by Andrew Feist »

I'm guessing the prompt for active teasers isn't quite 100% yet:
"Welcome to aptochat, Andrew. You're currently the only person here!
The current teaser is EINASRM. You have -1789 seconds left.
The current teaser is ESCLDEUS. You have 10 seconds left.
The current teaser is LIRCEDSA. You have -589 seconds left.
The current teaser is FSYLFUN. You have -1189 seconds left.
Time's up and no one got it! The answer to ESCLDEUS was SECLUDES."
I deduce a circular list and a for-loop gone terribly wrong, but what do I know.
And then:
"ClientReceiveThread []: java.io.EOFException
AsyncDespatcher [Async message despatch error]: java.net.SocketException: Software caused connection abort: socket write error
KeepaliveThread [Disconnected from server]: java.net.SocketException: Software caused connection abort: socket write error"
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Charlie Reams
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Re: Bug reports

Post by Charlie Reams »

Andrew Feist wrote:I'm guessing the prompt for active teasers isn't quite 100% yet:
"Welcome to aptochat, Andrew. You're currently the only person here!
The current teaser is EINASRM. You have -1789 seconds left.
The current teaser is ESCLDEUS. You have 10 seconds left.
The current teaser is LIRCEDSA. You have -589 seconds left.
The current teaser is FSYLFUN. You have -1189 seconds left.
Time's up and no one got it! The answer to ESCLDEUS was SECLUDES."
I deduce a circular list and a for-loop gone terribly wrong, but what do I know.
And then:
"ClientReceiveThread []: java.io.EOFException
AsyncDespatcher [Async message despatch error]: java.net.SocketException: Software caused connection abort: socket write error
KeepaliveThread [Disconnected from server]: java.net.SocketException: Software caused connection abort: socket write error"
Haha. Awesome. It seems that old teasers don't get closed under some circumstance, and will just sit around forever, giving you negative time constraints.

The other thing is just you getting disconnected from the server for whatever reason and is unrelated.
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Sorry to be a nag, but I've lost my music for the clock, settings says its on, i've tried lightweight and regular weight, but all is quiet. (And yes my speakers are turned up!!) Got all the other sounds just no clock. By the way the end of round summaries have piccies for everyone else but I'm still a silhouette, how do i get my camel in there? And last but not least has that envelope arrived yet?
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JimBentley
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Re: Bug reports

Post by JimBentley »

I'm got a Junior game going on with Velvet, but it died partway through (with the "poison object extracted" error message) and on resuming, it can't seem to start the next round - the same crash always happens on clicking the "start round" button. I can start and finish other games with other players (and with Velvet), but this one's a bit stuck. Here's the console from accepting the challenge to the crash point:

Java Plug-in 1.6.0_13
Using JRE version 1.6.0_13 Java HotSpot(TM) Client VM
User home directory = C:\Users\Jim
----------------------------------------------------
c: clear console window
f: finalize objects on finalization queue
g: garbage collect
h: display this help message
l: dump classloader list
m: print memory usage
o: trigger logging
q: hide console
r: reload policy configuration
s: dump system and deployment properties
t: dump thread list
v: dump thread stack
x: clear classloader cache
0-5: set trace level to <n>
----------------------------------------------------
AsyncDespatcher << net.MessageToServer$ChallengeReply@4e2f0a
ClientReceiveThread >> net.MessageToClient$ChallengesSet@1954f89
RX net.MessageToClient$ChallengesSet@1954f89
XX net.MessageToClient$ChallengesSet@1954f89
**WAITING
Loaded apterous.Person@142c778
Loaded apterous.Person@135ae7e
Loaded apterous.Person@1531164
Loaded apterous.Person@95215b
Loaded apterous.Person@c10de0
Loaded apterous.Person@75f5b7
Loaded apterous.Person@56fc16
Loaded apterous.Person@c017e9
Loaded apterous.Person@161f39e
Loaded apterous.Person@1c13d0b
Loaded apterous.Person@18eb7b8
Loaded apterous.Person@bfbbe3
Loaded apterous.Person@1c85444
Loaded apterous.Person@1144ba2
Loaded apterous.Person@1719f30
Loaded apterous.Person@8a1977
Loaded apterous.Person@8de972
Loaded apterous.Person@d964af
Loaded apterous.Person@6127da
Loaded apterous.Person@7f8062
Loaded apterous.Person@c5e2cf
Loaded apterous.Person@1adb7b8
Loaded apterous.Person@1f8d077
Loaded apterous.Person@3e5a91
Loaded apterous.Person@1ac1e22
Loaded apterous.Person@ee6ad6
Loaded apterous.Person@a826da
Loaded apterous.Person@18ed77a
Loaded apterous.Person@e496ab
Loaded apterous.Person@178aae1
Loaded apterous.Person@11abd68
Loaded apterous.Person@8932e8
Loaded apterous.Person@16d3536
Loaded apterous.Person@c08593
Loaded apterous.Person@181b3d4
Loaded apterous.Person@45378f
Loaded apterous.Person@42a818
Loaded apterous.Person@29d65b
Loaded apterous.Person@b8176d
Loaded apterous.Person@a1d7b
Loaded apterous.Person@158291
ClientReceiveThread >> ChallengeReply{key=607}
RX ChallengeReply{key=607}
XX ChallengeReply{key=607}
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@1e2161d
RX net.MessageToClient$GamesInProgressUpdate@1e2161d
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@1a034d
RX net.MessageToClient$SpectatorMessage@1a034d
ClientReceiveThread >> net.MessageToClient$ChallengesSet@1cee792
RX net.MessageToClient$ChallengesSet@1cee792
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@c5577c
RX net.MessageToClient$SpectatorMessage@c5577c
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@1f2af1c
RX net.MessageToClient$GamesInProgressUpdate@1f2af1c
XX net.MessageToClient$GamesInProgressUpdate@1e2161d
Exec delta: +[-3318743620764311774: net.GameSummary@1c6866d]
Exec delta: +[-3270043971117630934: net.GameSummary@a36b53]
XX net.MessageToClient$SpectatorMessage@1a034d
EVINSERT:<a href="user?id=114">Jim Bentley</a> is playing <a href="user?id=98">Apterous Velvet</a>.
XX net.MessageToClient$ChallengesSet@1cee792
**READY
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
XX net.MessageToClient$SpectatorMessage@c5577c
EVINSERT:<a href="user?id=2611">Mark Whitworth</a> left the room.
XX net.MessageToClient$GamesInProgressUpdate@1f2af1c
Exec delta: +[-3318743620764311774: net.GameSummary@e0f0ad]
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@3eec1a
CX sent keepalive
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
Opening frame.
############# Format code 1685147706799749566
AsyncDespatcher << net.MessageToServer$SubscribeEvent@5b78cf
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@10e4fd7
RX net.MessageToClient$SpectatorMessage@10e4fd7
XX net.MessageToClient$SpectatorMessage@10e4fd7
EVINSERT:Welcome to the game! Anything said in this room remains between you and your opponent.<br><br>Variant: Junior.<br />Rounds of 30 seconds.<br />Format: LLLLNLLLLNLLLNC.<br />Scoring: standard scoring.<br />Dictionary: English (ODE).<br />
Score: 56 - 38 (max 62) [rounds played: 9 of 15].<br /><br />
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@1e29b99
RX net.MessageToClient$GamesInProgressUpdate@1e29b99
XX net.MessageToClient$GamesInProgressUpdate@1e29b99
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@79b177
RX net.MessageToClient$SpectatorMessage@79b177
XX net.MessageToClient$SpectatorMessage@79b177
EVINSERT:<a href="user?id=2611">Mark Whitworth</a> entered the room!
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
CX Synch stage 1 (writing)...
ClientGame607 << GameEvent{key=607,pos=0,o=87621}
CX Synch stage 2 (reading)...
ClientReceiveThread >> GameEvent{key=607,o=87622}
RX GameEvent{key=607,o=87622}
XX GameEvent{key=607,o=87622}
CX Synch done.
ClientReceiveThread >> GameEvent{key=607,o=net.BlockingNetworkLayer$Poison@1dd7736}
RX GameEvent{key=607,o=net.BlockingNetworkLayer$Poison@1dd7736}
XX GameEvent{key=607,o=net.BlockingNetworkLayer$Poison@1dd7736}
{ClientGame607} CXPLAY
net.BlockingLayerInterruptedException: java.io.IOException: Stream ended (poison object extracted)
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@1f8f8c8
RX net.MessageToClient$GamesInProgressUpdate@1f8f8c8
XX net.MessageToClient$GamesInProgressUpdate@1f8f8c8
at net.BlockingNetworkLayer.readObject(BlockingNetworkLayer.java:42)
Exec delta: -[-3318743620764311774: null]
at net.client.ClientRoundNumbers.play(ClientRoundNumbers.java:32)
Exec delta: +[-3600879195983245704: net.GameSummary@952905]
at net.client.ClientGame.play(ClientGame.java:82)
at applet.frontend.MainPanel$1.run(MainPanel.java:95)
ClientGame607 << GameEvent{key=607,pos=0,o=net.BlockingNetworkLayer$Poison@187f9f1}
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Kai Laddiman
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Re: Bug reports

Post by Kai Laddiman »

JimBentley wrote:I'm got a Junior game going on with Velvet, but it died partway through (with the "poison object extracted" error message) and on resuming, it can't seem to start the next round - the same crash always happens on clicking the "start round" button. I can start and finish other games with other players (and with Velvet), but this one's a bit stuck. Here's the console from accepting the challenge to the crash point:

Java Plug-in 1.6.0_13

etc
Charlie said that's because, say, Velvet picks 2 large (I think), yet that isn't in Junior.
16/10/2007 - Episode 4460
Dinos Sfyris 76 - 78 Dorian Lidell
Proof that even idiots can get well and truly mainwheeled.
Paul Erdunast
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Re: Bug reports

Post by Paul Erdunast »

On the "fixed" page, it says teasers no longer come up with negative times. I am not sure if you meant when someone solves it, or just the negative time teasers coming up when you go into apterous, but I have still got:
The current teaser is DLVSEEAU. You have -98053 seconds left.
The current teaser is ISSNDVAE. You have -90853 seconds left.
The current teaser is YURINLAF. You have -92053 seconds left.
The current teaser is URSBUNNS. You have -92653 seconds left.
The current teaser is IOZOERZN. You have -93253 seconds left.
The current teaser is SIPZEZER. You have -95053 seconds left.
The current teaser is BSRNGIE. You have -95653 seconds left.
The current teaser is SNMLEGIT. You have -96253 seconds left.
The current teaser is ROCOEDDN. You have -97453 seconds left.

Paul
Paul Erdunast
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Re: Bug reports

Post by Paul Erdunast »

I think others are having this too

Callum Laddiman got it too, you have -91763.1 seconds left.

Paul
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Sorry to be a nag, but I've lost my music for the clock, settings says its on, i've tried lightweight and regular weight, but all is quiet. (And yes my speakers are turned up!!) Got all the other sounds just no clock. By the way the end of round summaries have piccies for everyone else but I'm still a silhouette, how do i get my camel in there? And last but not least has that envelope arrived yet?
I think i got lost in all this negative stuff about teasers.
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Phil Reynolds
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Re: Bug reports

Post by Phil Reynolds »

Maxine Silkstone wrote:
Sorry to be a nag, but I've lost my music for the clock, settings says its on, i've tried lightweight and regular weight, but all is quiet. (And yes my speakers are turned up!!) Got all the other sounds just no clock. By the way the end of round summaries have piccies for everyone else but I'm still a silhouette, how do i get my camel in there? And last but not least has that envelope arrived yet?
I think i got lost in all this negative stuff about teasers.
To get the clock music to work I had to install a Java MIDI soundbank from here, even though it claims that Java will default to using a hardware MIDI port if no soundbank is available. Don't know if yours is the same problem I had, as your post implies that you had the clock music to start with and then lost it, whereas I never had it until I installed the soundbank, but it's worth a try. You can easily disable or uninstall the soundbank if you want. (Incidentally, the MIDI sounds produced by the Java soundbanks are crap compared to those produced by most modern PC MIDI synths, and even those used by QuickTime, so make sure you go for the deluxe soundbank which is the least crap.)
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Re: Bug reports

Post by JimBentley »

Kai Laddiman wrote:
JimBentley wrote:I'm got a Junior game going on with Velvet, but it died partway through (with the "poison object extracted" error message) and on resuming, it can't seem to start the next round - the same crash always happens on clicking the "start round" button. I can start and finish other games with other players (and with Velvet), but this one's a bit stuck. Here's the console from accepting the challenge to the crash point:

Java Plug-in 1.6.0_13

etc
Charlie said that's because, say, Velvet picks 2 large (I think), yet that isn't in Junior.
Ah right, cheers Kai. Hadn't considered that at all.
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Re: Bug reports

Post by Maxine Silkstone »

Maxine Silkstone wrote:
Quote:
Sorry to be a nag, but I've lost my music for the clock, settings says its on, i've tried lightweight and regular weight, but all is quiet. (And yes my speakers are turned up!!) Got all the other sounds just no clock. By the way the end of round summaries have piccies for everyone else but I'm still a silhouette, how do i get my camel in there? And last but not least has that envelope arrived yet?


I think i got lost in all this negative stuff about teasers.

To get the clock music to work I had to install a Java MIDI soundbank from here, even though it claims that Java will default to using a hardware MIDI port if no soundbank is available. Don't know if yours is the same problem I had, as your post implies that you had the clock music to start with and then lost it, whereas I never had it until I installed the soundbank, but it's worth a try. You can easily disable or uninstall the soundbank if you want. (Incidentally, the MIDI sounds produced by the Java soundbanks are crap compared to those produced by most modern PC MIDI synths, and even those used by QuickTime, so make sure you go for the deluxe soundbank which is the least crap.)


Thanks a lot Phil, I have music, not the same as it was before, but no matter, I'll get used to it, better than deafening silence and then the 'thunk' of me entering a new word too late.
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Re: Bug reports

Post by Maxine Silkstone »

But I don't think i've got the hang of this 'box within box' quotation lark. :?
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Re: Bug reports

Post by Ben Wilson »

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Re: Bug reports

Post by Ian Volante »

Further to the Duel/conundrum crashes, right now I'm in that situation. I've completed the first conundrum, seen the answer window pop up, and after clearing that, the game appears to be hanging. The lobby actually appears fine, and I'm getting no error messages.

Here is the relevant bit of code from the console:

Awoken!
CX got answer from iface, sending
ClientGame45 << GameEvent{key=45,pos=1,o=net.ConundrumEvent$Answer@12f8a84}
CX awaiting guess response
ClientReceiveThread >> GameEvent{key=45,o=net.ConundrumEvent$IncorrectNoContinue@54f169}
RX GameEvent{key=45,o=net.ConundrumEvent$IncorrectNoContinue@54f169}
XX GameEvent{key=45,o=net.ConundrumEvent$IncorrectNoContinue@54f169}
Awoken!
CX got guess response: net.ConundrumEvent$IncorrectNoContinue@54f169
Awaiting solution
ClientGame45 << GameEvent{key=45,pos=1,o=net.ConundrumEvent$End@a47cc3}
CFRAME: informDeclaration P1 guessed SPOILERSPOIL on 14907 ms: Incorrect
Round ended on 31453 ms
Awoken!
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@178e13f
CX sent keepalive...

It's just stuck waiting for my opponent.

EDIT: It's hanging again after the second one.
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Re: Bug reports

Post by Simon Myers »

Ian Volante wrote:Further to the Duel/conundrum crashes, right now I'm in that situation. I've completed the first conundrum, seen the answer window pop up, and after clearing that, the game appears to be hanging. The lobby actually appears fine, and I'm getting no error messages.

Here is the relevant bit of code from the console:

Awoken!
CX got answer from iface, sending
ClientGame45 << GameEvent{key=45,pos=1,o=net.ConundrumEvent$Answer@12f8a84}
CX awaiting guess response
ClientReceiveThread >> GameEvent{key=45,o=net.ConundrumEvent$IncorrectNoContinue@54f169}
RX GameEvent{key=45,o=net.ConundrumEvent$IncorrectNoContinue@54f169}
XX GameEvent{key=45,o=net.ConundrumEvent$IncorrectNoContinue@54f169}
Awoken!
CX got guess response: net.ConundrumEvent$IncorrectNoContinue@54f169
Awaiting solution
ClientGame45 << GameEvent{key=45,pos=1,o=net.ConundrumEvent$End@a47cc3}
CFRAME: informDeclaration P1 guessed SPOILERSPOIL on 14907 ms: Incorrect
Round ended on 31453 ms
Awoken!
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@178e13f
CX sent keepalive...

It's just stuck waiting for my opponent.

EDIT: It's hanging again after the second one.
Pretty much the same thing happening to me, though only on the first conundrum - the second conundrum I also buzzed incorrectly but the conundrum completed as normal.
My log is pretty much identical to Ian's, except my round time was in the order of 38s. I notice that in both of our cases The Duellist hasn't buzzed; when I buzzed incorrectly on the second conundrum, The Duellist was able to buzz in and the round finished normally.
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Re: Bug reports

Post by Charlie Reams »

Conundrums have been withdrawn from the Duel for now.
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Errr, the duel has been withdrawn from the duel for now!

Have we been naughty Charlie? No duels today coz it's a Monday AND the first of the month? (Pinch, punch by the way).
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Re: Bug reports

Post by Neil Zussman »

What exactly do you get a chicken for? I don't think they're working for me, but I can't be certain cos it's possible I haven't done anything to deserve one yet.
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Re: Bug reports

Post by Daniel O'Dowd »

Chickens are for when you don't risk a valid nine. I had my first last night, when I declared SPORTIER in goatdown against Tom instead of the word PORTIERES, which I knew I'd seen being played by Chris D, but forgot whether it was valid :) I think therefore a burnt chicken is when you do this and it costs you the game, but that isn't certain.
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Re: Bug reports

Post by Neil Zussman »

Daniel O'Dowd wrote:Chickens are for when you don't risk a valid nine. I had my first last night, when I declared SPORTIER in goatdown against Tom instead of the word PORTIERES, which I knew I'd seen being played by Chris D, but forgot whether it was valid :) I think therefore a burnt chicken is when you do this and it costs you the game, but that isn't certain.
Ah, that makes sense. I've only had valid 8's that I haven't risked, not valid nines, so don't worry Charlie, it isn't broken. :D
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Re: Bug reports

Post by Jon Corby »

Daniel O'Dowd wrote:Chickens are for when you don't risk a valid nine. I had my first last night, when I declared SPORTIER in goatdown against Tom instead of the word PORTIERES, which I knew I'd seen being played by Chris D, but forgot whether it was valid :) I think therefore a burnt chicken is when you do this and it costs you the game, but that isn't certain.
At a guess, a burnt chicken could be when you don't offer it but your opponent does?
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Re: Bug reports

Post by Charlie Reams »

Following a problem with today's Duel, it will roll over to tomorrow. Can't remember how the discussion re. rollovers was resolved so I'll err on the side of safety for now.
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Re: Bug reports

Post by Kai Laddiman »

AFIACRE, I didn't get a Duel today.
16/10/2007 - Episode 4460
Dinos Sfyris 76 - 78 Dorian Lidell
Proof that even idiots can get well and truly mainwheeled.
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Re: Bug reports

Post by Simon Myers »

Now the conundrums are back on the duels, new duel conundrum bug to report:

I guessed incorrectly, "Des" told me the Duellist had buzzed in and then... nothing. The game got stuck and nothing happened (though the chat pane was updated with the fact I had completed the duel).

Log:

Awoken!
CX got answer from iface, sending
ClientGame222 << GameEvent{key=222,pos=1,o=net.ConundrumEvent$Answer@460434}
CX awaiting guess response
ClientReceiveThread >> GameEvent{key=222,o=net.ConundrumEvent$IncorrectContinue@1b1228}
RX GameEvent{key=222,o=net.ConundrumEvent$IncorrectContinue@1b1228}
ClientReceiveThread >> GameEvent{key=222,o=[Buzz for P=0]}
RX GameEvent{key=222,o=[Buzz for P=0]}
XX GameEvent{key=222,o=net.ConundrumEvent$IncorrectContinue@1b1228}
XX GameEvent{key=222,o=[Buzz for P=0]}
Awoken!
CX got guess response: net.ConundrumEvent$IncorrectContinue@1b1228
CX awaiting message
CFRAME: informDeclaration P1 guessed OMGSPOILER on 28310 ms: Incorrect
Awoken!
CX buzz: [Buzz for P=0]
CX awaiting guess response
CFRAME: informBuzz 0
ClientReceiveThread >> ChallengeReply{key=222}
RX ChallengeReply{key=222}
ClientReceiveThread >> ChallengeReply{key=222}
RX ChallengeReply{key=222}
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@98c0fe
RX net.MessageToClient$SpectatorMessage@98c0fe
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@a6a4a0
RX net.MessageToClient$GamesInProgressUpdate@a6a4a0
XX ChallengeReply{key=222}
XX ChallengeReply{key=222}
XX net.MessageToClient$SpectatorMessage@98c0fe
EVINSERT:<a href="user?id=353">Simon Myers</a> completed today's Daily Duel.
XX net.MessageToClient$GamesInProgressUpdate@a6a4a0
Exec delta: -[4617707752779833581: null]
Exec delta: +[7444533052094113891: net.GameSummary@8234ec]
Exec delta: +[-8599619950529620987: net.GameSummary@607965]
Exec delta: +[4203221384050311086: net.GameSummary@1c1d928]
Exec delta: +[-5019726695265786172: net.GameSummary@197e57c]
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@da629a
RX net.MessageToClient$SpectatorMessage@da629a
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@17f92da
RX net.MessageToClient$GamesInProgressUpdate@17f92da
XX net.MessageToClient$SpectatorMessage@da629a
EVINSERT:<a href="user?id=1854">Lee Simmonds</a> left the room.
XX net.MessageToClient$GamesInProgressUpdate@17f92da
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
AsyncDespatcher << net.MessageToServer$RequestPlayerHTML@824ae2
ClientReceiveThread >> net.MessageToClient$PlayerHTML@23fcb
RX net.MessageToClient$PlayerHTML@23fcb
XX net.MessageToClient$PlayerHTML@23fcb
html for SUMMARY:
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Re: Bug reports

Post by Kai Laddiman »

2009-06-03 20:08:25 Callum Laddiman left the room.
2009-06-03 20:08:28 Bobby Johnson is playing a Classic Game against Callum Laddiman.
2009-06-03 20:08:31 Callum Laddiman entered the room!
16/10/2007 - Episode 4460
Dinos Sfyris 76 - 78 Dorian Lidell
Proof that even idiots can get well and truly mainwheeled.
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Re: Bug reports

Post by Ian Volante »

Kai Laddiman wrote:2009-06-03 20:08:25 Callum Laddiman left the room.
2009-06-03 20:08:28 Bobby Johnson is playing a Classic Game against Callum Laddiman.
2009-06-03 20:08:31 Callum Laddiman entered the room!
Old contestants are rising again...
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Re: Bug reports

Post by Simon Myers »

2 classic game bugs, both conundrum related (one you know, but worth having them together):

1) Classic games always generate a random conundrum rather than picking up the original conundrum scramble.
2) If the classic game opponent buzzes in first, incorrectly, then I get the same hanging problem I had earlier with today's duel (except this time the result didn't even appear in the chat log).
Log:

CX Conundrum round started...
CX getting shuffle...
CX Got shuffle, passing to player...
TPP 5
1
CX initializing plexer...
CX awaiting message
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@1e7287a
RX net.MessageToClient$SpectatorMessage@1e7287a
XX net.MessageToClient$SpectatorMessage@1e7287a
EVINSERT:<em><a href="user?id=3170">Sandra Weldrick</a> and <a href="user?id=3000">Victoria Poole</a> missed a nine from </em><span class="puzzle">NGRIOTVHE</span> <em>; can you spot it?</em>
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
ClientReceiveThread >> GameEvent{key=179,o=[Buzz for P=0]}
RX GameEvent{key=179,o=[Buzz for P=0]}
XX GameEvent{key=179,o=[Buzz for P=0]}
Awoken!
CX buzz: [Buzz for P=0]
CX awaiting guess response
CFRAME: informBuzz 0
ClientReceiveThread >> GameEvent{key=179,o=net.ConundrumEvent$IncorrectContinue@db6594}
RX GameEvent{key=179,o=net.ConundrumEvent$IncorrectContinue@db6594}
XX GameEvent{key=179,o=net.ConundrumEvent$IncorrectContinue@db6594}
Awoken!
CX got guess response: net.ConundrumEvent$IncorrectContinue@db6594
CX awaiting message
CFRAME: informDeclaration P0 guessed CRACKLING on 3000 ms: Incorrect
CAROOOOOXXXXXXXXXXXXXXXXXXXXXXXX
CAROOOOOOOOOOOOOOOOOOOOOOOOO
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@1e6cb1e
RX net.MessageToClient$SpectatorMessage@1e6cb1e
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@12126b9
RX net.MessageToClient$SpectatorMessage@12126b9
XX net.MessageToClient$SpectatorMessage@1e6cb1e
EVINSERT:<b><a href="user?id=2032">Innis</a>:</b> overnight
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.




EDIT: just played the round again (since it didn't finish, I was able to log out and in again to replay the round) this time the log is a bit different so I thought I'd add that here too in case it's of any use:

CX initializing plexer...
CX awaiting message
ClientReceiveThread >> GameEvent{key=179,o=[Buzz for P=0]}
RX GameEvent{key=179,o=[Buzz for P=0]}
XX GameEvent{key=179,o=[Buzz for P=0]}
Awoken!
CX buzz: [Buzz for P=0]
CX awaiting guess response
CFRAME: informBuzz 0
ClientReceiveThread >> GameEvent{key=179,o=net.ConundrumEvent$IncorrectContinue@1d244d9}
RX GameEvent{key=179,o=net.ConundrumEvent$IncorrectContinue@1d244d9}
XX GameEvent{key=179,o=net.ConundrumEvent$IncorrectContinue@1d244d9}
Awoken!
CX got guess response: net.ConundrumEvent$IncorrectContinue@1d244d9
CX awaiting message
CFRAME: informDeclaration P0 guessed CRACKLING on 3000 ms: Incorrect
CAROOOOOXXXXXXXXXXXXXXXXXXXXXXXX
CAROOOOOOOOOOOOOOOOOOOOOOOOO
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@b153a6
CX sent keepalive
Awoken!
CX local timeout
ClientGame179 << GameEvent{key=179,pos=1,o=net.ConundrumEvent$Timeout@d405e2}
CX awaiting message
Round ended on 32500 ms
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1caf68e
CX sent keepalive
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Re: Bug reports

Post by James Hall »

Reading through the Duel results for yesterday, I found these two games (which I noticed from the max markings in the full results table):

http://www.apterous.org/viewgame.php?game=72188
http://www.apterous.org/viewgame.php?game=72403

They have different rounds in the second half of the game.

Obviously this doesn't allow fair comparison between the two players, so what's happened here?
Did Gareth restart the Duel or something?

Just thought I'd bring it to your attention Charlie :)
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Re: Bug reports

Post by James Hall »

I've just found two more games that are also different, so we now have (at least) four different games being scored under the same duel. They do seem to share some rounds though.

http://www.apterous.org/viewgame.php?game=72520
http://www.apterous.org/viewgame.php?game=72189

Any idea what's going on Charlie?
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Re: Bug reports

Post by D Eadie »

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Re: Bug reports

Post by Charlie Reams »

That list doesn't include Duels. The more I think about it, the more I'm not sure why I did that.
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Re: Bug reports

Post by D Eadie »

Oh i see. Sorry didnt realise that. Don't think about it ;)
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Julie T
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Re: Bug reports

Post by Julie T »

My Daily Duel froze today on the last round (conundrum).
There was no error tracker thing to report, which is what Charlie said I should do after I couldn't retrieve a duel last time.
apterous was fine otherwise and I did another game with Waldorf.
Damian was online, and suggested I log out and in again, but the duel didn't reappear.
Anything that can be done, Charlie?
I promise to do the rounds as I recall doing them first time around, if you can reset it, pretty please. :mrgreen:
It wasn't exactly my best ever game, but annoying to lose it.
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Re: Bug reports

Post by Charlie Reams »

Julie T wrote:My Daily Duel froze today on the last round (conundrum).
There was no error tracker thing to report, which is what Charlie said I should do after I couldn't retrieve a duel last time.
apterous was fine otherwise and I did another game with Waldorf.
Damian was online, and suggested I log out and in again, but the duel didn't reappear.
Anything that can be done, Charlie?
I promise to do the rounds as I recall doing them first time around, if you can reset it, pretty please. :mrgreen:
It wasn't exactly my best ever game, but annoying to lose it.
Did you read this? And no, I can't reset duels any more.
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Re: Bug reports

Post by Julie T »

Charlie Reams wrote: Did you read this? And no, I can't reset duels any more.
Read, and tried it now, thanks, for future reference. :)
I wasn't aware before that you could retrieve this stuff other than through error tracker.
BTW, would it have helped though, if I'd been able to do this at the time?
Could my duel have been retrieved, or would it just have told you what went wrong?

Apterous is a lot more complex than when I joined, if it's not simple to reset stuff. :(

It does seem that there's a bug to fix, as I appear to not be the only one who keeps having this problem:

Simon Myers wrote:Now the conundrums are back on the duels, new duel conundrum bug to report:

I guessed incorrectly, "Des" told me the Duellist had buzzed in and then... nothing. The game got stuck and nothing happened (though the chat pane was updated with the fact I had completed the duel).

Log:
(edited as posted above)
ah, just noticed that his game actually finished, so not quite the same.
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Maxine Silkstone
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Re: Bug reports

Post by Maxine Silkstone »

Hi Charlie,
Another Gremlin for you. Round 7 (I think) of the duel this morning. The conundrum. Once it was done, it didn't show on the scoreboard and the whole thing stuck, I had to close. The duel is still in my challenge window but haven't managed to restart it yet.
You really do have a conundrum with these conundrums in duels don't you!? I leave it in your capable hands.
Here's the console.


Loaded audio clip: http://www.apterous.org/challenged.wav
SRC: Done opening streams.
Thread-11 << net.MessageToServer$IdentifySelf@8aeb74
Loaded audio clip: http://www.apterous.org/roundstart.wav
ClientReceiveThread >> net.MessageToClient$LoggedIn@322bce
RX net.MessageToClient$LoggedIn@322bce
XX net.MessageToClient$LoggedIn@322bce
Logged in as Maxine Silkstone[#2980]
Prefs: null
Thread-11 << net.MessageToServer$RequestGamesInProgress@8997d1
AsyncDespatcher << net.MessageToServer$ClassicGameSearch@164b9b6
Loaded audio clip: http://www.apterous.org/selectionevent.wav
AsyncDespatcher << net.MessageToServer$SubscribeEvent@940f82
Loaded audio clip: http://www.apterous.org/selectionfinal.wav
ClientReceiveThread >> net.MessageToClient$ChallengesSet@20807c
RX net.MessageToClient$ChallengesSet@20807c
XX net.MessageToClient$ChallengesSet@20807c
**READY
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@58dd2d
RX net.MessageToClient$GamesInProgressUpdate@58dd2d
XX net.MessageToClient$GamesInProgressUpdate@58dd2d
Exec delta: +[5382036357083314064: net.GameSummary@1a8d460]
AsyncDespatcher << net.MessageToServer$RequestPlayerHTML@c1a0eb
Loaded audio clip: http://www.apterous.org/roundends.wav
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@eca36e
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@164cbde
RX net.MessageToClient$GamesInProgressUpdate@164cbde
XX net.MessageToClient$GamesInProgressUpdate@164cbde
Exec delta: +[5382036357083314064: net.GameSummary@bb2bc3]
ClientReceiveThread >> net.MessageToClient$ClassicSearchResult@dac21
RX net.MessageToClient$ClassicSearchResult@dac21
XX net.MessageToClient$ClassicSearchResult@dac21
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@c0c8b5
RX net.MessageToClient$SpectatorMessage@c0c8b5
XX net.MessageToClient$SpectatorMessage@c0c8b5
EVINSERT:Welcome to aptochat, Maxine. There is one other person here.
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
ClientReceiveThread >> net.MessageToClient$PlayerHTML@bbfa5c
RX net.MessageToClient$PlayerHTML@bbfa5c
XX net.MessageToClient$PlayerHTML@bbfa5c
html for SUMMARY: <h2><a href="exuser?u=2980">Maxine Silkstone</a></h2><table class="summary"><tr> <td class="t">Rating in normal rules/OED <td>699. </td> </tr><tr><td class="t">Record in normal rules/OED</td> <td>103 wins in 248 games.</td><tr><td class="t">Preferred variant</td> <td>Normal rules/OED.</td><tr><td class="t">All-class record</td><td>112 wins in 258 games.</td></tr><tr> <td class="t">Member since</td> <td>5 April 2009. </td> </tr></table>
AsyncDespatcher << net.MessageToServer$ChallengeReply@694f12
AsyncDespatcher << net.MessageToServer$ChallengeReply@3fa6cd
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@dfe303
CX sent keepalive
Loaded apterous.Person@1fac852
Loaded apterous.Person@1758cd1
Loaded apterous.Person@6ffd79
Loaded apterous.Person@6a435f
Loaded apterous.Person@6d1750
Loaded apterous.Person@15a94f
Loaded apterous.Person@1e940b
Loaded apterous.Person@189635d
Loaded apterous.Person@da9ea4
Loaded apterous.Person@e555bd
Loaded apterous.Person@5ff916
Loaded apterous.Person@da3772
Loaded apterous.Person@6e41b5
Loaded apterous.Person@9be2b5
Loaded apterous.Person@40ece0
Loaded apterous.Person@7f8922
Loaded apterous.Person@1041876
Loaded apterous.Person@1e1ec86
Loaded apterous.Person@16f5261
Loaded apterous.Person@1896a4c
Loaded apterous.Person@a1aa85
Loaded apterous.Person@1c21ece
Loaded apterous.Person@174a6e2
Loaded apterous.Person@1786a3c
Loaded apterous.Person@869113
Loaded apterous.Person@9e8c34
Loaded apterous.Person@106df95
Loaded apterous.Person@40afb9
Loaded apterous.Person@d0d12e
Loaded apterous.Person@1554233
Loaded apterous.Person@6d3b92
Loaded apterous.Person@162198b
Loaded apterous.Person@17b1d64
Loaded apterous.Person@1c6a99d
Loaded apterous.Person@1a9876e
Loaded apterous.Person@fa70a4
Loaded apterous.Person@1f94884
Loaded apterous.Person@1080876
Loaded apterous.Person@63b2e6
Loaded apterous.Person@1762fc7
Loaded apterous.Person@126c6ea
ClientReceiveThread >> ChallengeReply{key=827}
RX ChallengeReply{key=827}
XX ChallengeReply{key=827}
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@167c5e3
RX net.MessageToClient$GamesInProgressUpdate@167c5e3
XX net.MessageToClient$GamesInProgressUpdate@167c5e3
Exec delta: +[5382036357083314064: net.GameSummary@1f0cf51]
Exec delta: +[4012406857433204724: net.GameSummary@bafdff]
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@1a9f87c
RX net.MessageToClient$SpectatorMessage@1a9f87c
XX net.MessageToClient$SpectatorMessage@1a9f87c
EVINSERT:<a href="user?id=2980">Maxine Silkstone</a> is playing today's Daily Duel.
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
Opening frame.
############# Format code -1456282061609094280
ClientReceiveThread >> net.MessageToClient$ChallengesSet@12a66ea
RX net.MessageToClient$ChallengesSet@12a66ea
XX net.MessageToClient$ChallengesSet@12a66ea
**READY
AsyncDespatcher << net.MessageToServer$SubscribeEvent@1f5b4d1
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@d5cabc
RX net.MessageToClient$SpectatorMessage@d5cabc
XX net.MessageToClient$SpectatorMessage@d5cabc
EVINSERT:Welcome to the game! Anything said in this room remains between you and your opponent.<br><br>Variant: normal rules.<br />Rounds of 30 seconds.<br />Format: LLLNLLLCLLLCLLLC.<br />Scoring: only maximums score.<br />Dictionary: English (ODE).<br /><br />
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@9c8c3f
CX sent keepalive
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@145b02f
CX sent keepalive
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
ClientReceiveThread >> GameEvent{key=827,o=U}
RX GameEvent{key=827,o=U}
ClientReceiveThread >> GameEvent{key=827,o=T}
RX GameEvent{key=827,o=T}
ClientReceiveThread >> GameEvent{key=827,o=I}
RX GameEvent{key=827,o=I}
XX GameEvent{key=827,o=U}
XX GameEvent{key=827,o=T}
XX GameEvent{key=827,o=I}
ClientReceiveThread >> GameEvent{key=827,o=A}
RX GameEvent{key=827,o=A}
XX GameEvent{key=827,o=A}
CX Synch done.
ClientReceiveThread >> GameEvent{key=827,o=R}
RX GameEvent{key=827,o=R}
XX GameEvent{key=827,o=R}
ClientReceiveThread >> GameEvent{key=827,o=D}
RX GameEvent{key=827,o=D}
XX GameEvent{key=827,o=D}
ClientReceiveThread >> GameEvent{key=827,o=N}
RX GameEvent{key=827,o=N}
XX GameEvent{key=827,o=N}
ClientReceiveThread >> GameEvent{key=827,o=T}
RX GameEvent{key=827,o=T}
XX GameEvent{key=827,o=T}
ClientReceiveThread >> GameEvent{key=827,o=P}
RX GameEvent{key=827,o=P}
XX GameEvent{key=827,o=P}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@1a1ff9}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@1a1ff9}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@1a1ff9}
TPP 12
TPP 6
Picked U
Picked T
Picked I
Picked A
Picked R
Picked D
Picked N
Picked T
Picked P
Attempting clock start
Clock started successfully.
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@b05fcb
CX sent keepalive
Clock ended successfully.
Rounded lasted 30328 ms wall time.
Thread-34 << GameEvent{key=827,pos=1,o=PRATT}
Thread-34 << GameEvent{key=827,pos=1,o=[Ljava.lang.String;@e20ef8}
Thread-34 << GameEvent{key=827,pos=1,o=0}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@566633}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@566633}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@566633}
I said apterous.game.LettersDeclaration@566633, he said apterous.game.LettersDeclaration@1a1ff9
Awaiting maxes...
ClientReceiveThread >> GameEvent{key=827,o=[UNITARD, PURITAN]}
RX GameEvent{key=827,o=[UNITARD, PURITAN]}
XX GameEvent{key=827,o=[UNITARD, PURITAN]}
ClientReceiveThread >> GameEvent{key=827,o=0}
RX GameEvent{key=827,o=0}
XX GameEvent{key=827,o=0}
ClientReceiveThread >> GameEvent{key=827,o=null}
RX GameEvent{key=827,o=null}
XX GameEvent{key=827,o=null}
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@15925c0
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@5c1eae
RX net.MessageToClient$SpectatorMessage@5c1eae
XX net.MessageToClient$SpectatorMessage@5c1eae
EVINSERT:Your new teaser is <span class="puzzle">KDERUIQ</span>. You have one minute to answer!
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@1e26602
SpecPanel: adding text
RX net.MessageToClient$SpectatorMessage@1e26602
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@9722c9
RX net.MessageToClient$GamesInProgressUpdate@9722c9
XX net.MessageToClient$SpectatorMessage@1e26602
EVINSERT:<a href="user?id=105">Apterous Caesar</a> beat <a href="user?id=2912">Andrew Feist</a>, <a href="game?key=5382036357083314064">140-121</a>.
XX net.MessageToClient$GamesInProgressUpdate@9722c9
Exec delta: -[5382036357083314064: null]
Exec delta: +[4012406857433204724: net.GameSummary@8ca8ac]
SpecPanel: Setting caret
SpecPanel: done.
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@9e75f6
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@15291cd
RX net.MessageToClient$SpectatorMessage@15291cd
XX net.MessageToClient$SpectatorMessage@15291cd
EVINSERT:<a href="user?id=2912">Andrew Feist</a> got it first. You have 43.5 seconds left.
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@c378f6
CX sent keepalive
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1cbd4f7
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@10ade7e
RX net.MessageToClient$SpectatorMessage@10ade7e
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
ClientReceiveThread >> GameEvent{key=827,o=E}
RX GameEvent{key=827,o=E}
ClientReceiveThread >> GameEvent{key=827,o=R}
RX GameEvent{key=827,o=R}
ClientReceiveThread >> GameEvent{key=827,o=A}
RX GameEvent{key=827,o=A}
ClientReceiveThread >> GameEvent{key=827,o=I}
RX GameEvent{key=827,o=I}
ClientReceiveThread >> GameEvent{key=827,o=Z}
RX GameEvent{key=827,o=Z}
ClientReceiveThread >> GameEvent{key=827,o=M}
RX GameEvent{key=827,o=M}
ClientReceiveThread >> GameEvent{key=827,o=B}
RX GameEvent{key=827,o=B}
ClientReceiveThread >> GameEvent{key=827,o=S}
RX GameEvent{key=827,o=S}
ClientReceiveThread >> GameEvent{key=827,o=M}
RX GameEvent{key=827,o=M}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@956254}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@956254}
XX net.MessageToClient$SpectatorMessage@10ade7e
EVINSERT:Time's up and <a href="user?id=2912">Andrew Feist</a> was the only person to get it; he solved it in 16.5 seconds and receives 3 points.The answer to <span class="puzzle">KDERUIQ</span> was QUIRKED.
XX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=E}
XX GameEvent{key=827,o=R}
XX GameEvent{key=827,o=A}
XX GameEvent{key=827,o=I}
XX GameEvent{key=827,o=Z}
SpecPanel: adding text
XX GameEvent{key=827,o=M}
XX GameEvent{key=827,o=B}
XX GameEvent{key=827,o=S}
XX GameEvent{key=827,o=M}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@956254}
CX Synch done.
SpecPanel: Setting caret
SpecPanel: done.
TPP 12
TPP 6
Picked E
Picked R
Picked A
Picked I
Picked Z
Picked M
Picked B
Picked S
Picked M
Attempting clock start
Clock started successfully.
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1b31fd9
CX sent keepalive
Clock ended successfully.
Rounded lasted 30297 ms wall time.
Thread-43 << GameEvent{key=827,pos=1,o=BREAMS}
Thread-43 << GameEvent{key=827,pos=1,o=[Ljava.lang.String;@1c0cb76}
Thread-43 << GameEvent{key=827,pos=1,o=1}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@1b5eba4}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@1b5eba4}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@1b5eba4}
ClientReceiveThread >> GameEvent{key=827,o=[MIMBARS, AMBRIES, BAMMIES, RAMMIES]}
RX GameEvent{key=827,o=[MIMBARS, AMBRIES, BAMMIES, RAMMIES]}
ClientReceiveThread >> GameEvent{key=827,o=0}
RX GameEvent{key=827,o=0}
ClientReceiveThread >> GameEvent{key=827,o=null}
RX GameEvent{key=827,o=null}
XX GameEvent{key=827,o=[MIMBARS, AMBRIES, BAMMIES, RAMMIES]}
XX GameEvent{key=827,o=0}
XX GameEvent{key=827,o=null}
I said apterous.game.LettersDeclaration@1b5eba4, he said apterous.game.LettersDeclaration@956254
Awaiting maxes...
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@3b5699
CX sent keepalive
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
ClientReceiveThread >> GameEvent{key=827,o=U}
RX GameEvent{key=827,o=U}
CX Synch done.
ClientReceiveThread >> GameEvent{key=827,o=H}
RX GameEvent{key=827,o=H}
ClientReceiveThread >> GameEvent{key=827,o=I}
RX GameEvent{key=827,o=I}
ClientReceiveThread >> GameEvent{key=827,o=E}
RX GameEvent{key=827,o=E}
ClientReceiveThread >> GameEvent{key=827,o=R}
RX GameEvent{key=827,o=R}
ClientReceiveThread >> GameEvent{key=827,o=S}
RX GameEvent{key=827,o=S}
ClientReceiveThread >> GameEvent{key=827,o=C}
RX GameEvent{key=827,o=C}
ClientReceiveThread >> GameEvent{key=827,o=F}
RX GameEvent{key=827,o=F}
ClientReceiveThread >> GameEvent{key=827,o=K}
RX GameEvent{key=827,o=K}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@88a970}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@88a970}
XX GameEvent{key=827,o=U}
XX GameEvent{key=827,o=H}
XX GameEvent{key=827,o=I}
XX GameEvent{key=827,o=E}
XX GameEvent{key=827,o=R}
XX GameEvent{key=827,o=S}
XX GameEvent{key=827,o=C}
XX GameEvent{key=827,o=F}
XX GameEvent{key=827,o=K}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@88a970}
TPP 12
TPP 6
Picked U
Picked H
Picked I
Picked E
Picked R
Picked S
Picked C
Picked F
Picked K
Attempting clock start
Clock started successfully.
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1743ff4
CX sent keepalive
Clock ended successfully.
Rounded lasted 30297 ms wall time.
TPP 40
Thread-52 << GameEvent{key=827,pos=1,o=FUCKERS}
Thread-52 << GameEvent{key=827,pos=1,o=[Ljava.lang.String;@b925}
Thread-52 << GameEvent{key=827,pos=1,o=0}
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@bdb6ae
CX sent keepalive
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@92015d}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@92015d}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@92015d}
ClientReceiveThread >> GameEvent{key=827,o=[FUCKERS, SUCKIER, SHUCKER, SHICKER, CUSHIER, HUSKIER]}
RX GameEvent{key=827,o=[FUCKERS, SUCKIER, SHUCKER, SHICKER, CUSHIER, HUSKIER]}
ClientReceiveThread >> GameEvent{key=827,o=0}
RX GameEvent{key=827,o=0}
ClientReceiveThread >> GameEvent{key=827,o=null}
RX GameEvent{key=827,o=null}
XX GameEvent{key=827,o=[FUCKERS, SUCKIER, SHUCKER, SHICKER, CUSHIER, HUSKIER]}
XX GameEvent{key=827,o=0}
XX GameEvent{key=827,o=null}
I said apterous.game.LettersDeclaration@92015d, he said apterous.game.LettersDeclaration@88a970
Awaiting maxes...
ClientReceiveThread >> net.MessageToClient$GotReward@476914
RX net.MessageToClient$GotReward@476914
XX net.MessageToClient$GotReward@476914
I got a soapy mouth
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@cf17c3
CX sent keepalive
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
CX Synch done.
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.NumbersChallenge@1087be0}
RX GameEvent{key=827,o=apterous.game.NumbersChallenge@1087be0}
XX GameEvent{key=827,o=apterous.game.NumbersChallenge@1087be0}
Showing numbers frame.
Numbers frame constructing 1
Numbers frame constructing 2
Numbers frame constructing 3
Numbers frame constructing 4
Numbers frame constructing 5
Numbers frame constructing 6
Numbers frame constructing 7
Numbers frame constructed
Numbers frame visible? true
Creating revelation timer
Created revelation timer, starting...
Started revelation timer.
Sending target
1
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@6245a4
CX sent keepalive
ClientGame827 << GameEvent{key=827,pos=1,o=9}
Method request?
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@2a2ae9
CX sent keepalive
ClientReceiveThread >> GameEvent{key=827,o=false}
RX GameEvent{key=827,o=false}
XX GameEvent{key=827,o=false}
Method request: false
Getting other declaration
ClientReceiveThread >> GameEvent{key=827,o=Declared: 0
Method: No, sorry, I screwed it up.}
RX GameEvent{key=827,o=Declared: 0
Method: No, sorry, I screwed it up.}
XX GameEvent{key=827,o=Declared: 0
Method: No, sorry, I screwed it up.}
ClientReceiveThread >> GameEvent{key=827,o=Declared: 936
Method: 25 - 7 = 18
10 x 5 = 50
50 + 2 = 52
52 x 18 = 936
}
RX GameEvent{key=827,o=Declared: 936
Method: 25 - 7 = 18
10 x 5 = 50
50 + 2 = 52
52 x 18 = 936
}
XX GameEvent{key=827,o=Declared: 936
Method: 25 - 7 = 18
10 x 5 = 50
50 + 2 = 52
52 x 18 = 936
}
ClientReceiveThread >> GameEvent{key=827,o=[]}
RX GameEvent{key=827,o=[]}
XX GameEvent{key=827,o=[]}
Doing tidy-up
He did Declared: 0
Method: No, sorry, I screwed it up., I did Declared: 9
Method: No, sorry, I screwed it up.
CV=0, conts=2147483647,2147483647, sol=4, contlines=2147483647,2147483647, carolBeat = true
Numbers frame visible? false
And relax
Numbers frame visible? false
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
ClientReceiveThread >> GameEvent{key=827,o=E}
RX GameEvent{key=827,o=E}
XX GameEvent{key=827,o=E}
ClientReceiveThread >> GameEvent{key=827,o=C}
RX GameEvent{key=827,o=C}
CX Synch done.
ClientReceiveThread >> GameEvent{key=827,o=A}
RX GameEvent{key=827,o=A}
ClientReceiveThread >> GameEvent{key=827,o=O}
RX GameEvent{key=827,o=O}
ClientReceiveThread >> GameEvent{key=827,o=N}
RX GameEvent{key=827,o=N}
ClientReceiveThread >> GameEvent{key=827,o=G}
XX GameEvent{key=827,o=C}
RX GameEvent{key=827,o=G}
XX GameEvent{key=827,o=A}
XX GameEvent{key=827,o=O}
ClientReceiveThread >> GameEvent{key=827,o=R}
XX GameEvent{key=827,o=N}
RX GameEvent{key=827,o=R}
XX GameEvent{key=827,o=G}
XX GameEvent{key=827,o=R}
ClientReceiveThread >> GameEvent{key=827,o=D}
RX GameEvent{key=827,o=D}
XX GameEvent{key=827,o=D}
ClientReceiveThread >> GameEvent{key=827,o=H}
RX GameEvent{key=827,o=H}
XX GameEvent{key=827,o=H}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@1917a08}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@1917a08}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@1917a08}
TPP 12
TPP 6
Picked E
Picked C
Picked A
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1dbb12b
CX sent keepalive
Picked O
Picked N
Picked G
Picked R
Picked D
Picked H
Attempting clock start
Clock started successfully.
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@19bdb65
CX sent keepalive
Clock ended successfully.
Rounded lasted 30281 ms wall time.
Thread-70 << GameEvent{key=827,pos=1,o=CHANGER}
Thread-70 << GameEvent{key=827,pos=1,o=[Ljava.lang.String;@31c43f}
Thread-70 << GameEvent{key=827,pos=1,o=0}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@364ef}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@364ef}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@364ef}
ClientReceiveThread >> GameEvent{key=827,o=[ANCHORED]}
RX GameEvent{key=827,o=[ANCHORED]}
XX GameEvent{key=827,o=[ANCHORED]}
ClientReceiveThread >> GameEvent{key=827,o=0}
RX GameEvent{key=827,o=0}
XX GameEvent{key=827,o=0}
ClientReceiveThread >> GameEvent{key=827,o=null}
RX GameEvent{key=827,o=null}
XX GameEvent{key=827,o=null}
I said apterous.game.LettersDeclaration@364ef, he said apterous.game.LettersDeclaration@1917a08
Awaiting maxes...
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1cc1f09
CX sent keepalive
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
ClientReceiveThread >> GameEvent{key=827,o=I}
RX GameEvent{key=827,o=I}
CX Synch done.
ClientReceiveThread >> GameEvent{key=827,o=C}
RX GameEvent{key=827,o=C}
ClientReceiveThread >> GameEvent{key=827,o=E}
RX GameEvent{key=827,o=E}
ClientReceiveThread >> GameEvent{key=827,o=I}
RX GameEvent{key=827,o=I}
ClientReceiveThread >> GameEvent{key=827,o=G}
RX GameEvent{key=827,o=G}
ClientReceiveThread >> GameEvent{key=827,o=R}
RX GameEvent{key=827,o=R}
ClientReceiveThread >> GameEvent{key=827,o=T}
RX GameEvent{key=827,o=T}
ClientReceiveThread >> GameEvent{key=827,o=L}
RX GameEvent{key=827,o=L}
XX GameEvent{key=827,o=I}
XX GameEvent{key=827,o=C}
XX GameEvent{key=827,o=E}
XX GameEvent{key=827,o=I}
XX GameEvent{key=827,o=G}
XX GameEvent{key=827,o=R}
XX GameEvent{key=827,o=T}
XX GameEvent{key=827,o=L}
TPP 12
TPP 6
Picked I
Picked C
Picked E
Picked I
Picked G
Picked R
Picked T
Picked L
ClientReceiveThread >> GameEvent{key=827,o=R}
RX GameEvent{key=827,o=R}
XX GameEvent{key=827,o=R}
Picked R
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@1262f7c}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@1262f7c}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@1262f7c}
Attempting clock start
Clock started successfully.
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1b8cdd5
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$GamesInProgressUpdate@e2cf81
RX net.MessageToClient$GamesInProgressUpdate@e2cf81
XX net.MessageToClient$GamesInProgressUpdate@e2cf81
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@a53e68
RX net.MessageToClient$SpectatorMessage@a53e68
Exec delta: +[4012406857433204724: net.GameSummary@a42c89]
Exec delta: +[5855943593570467615: net.GameSummary@67e92a]
XX net.MessageToClient$SpectatorMessage@a53e68
EVINSERT:<a href="user?id=2912">Andrew Feist</a> is playing <a href="user?id=99">Apterous Nude</a>. [<a href="http://dog.com/spectate.html?5855943593 ... pectate</a>]
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
Clock ended successfully.
Rounded lasted 30281 ms wall time.
Thread-79 << GameEvent{key=827,pos=1,o=GIRLIER}
Thread-79 << GameEvent{key=827,pos=1,o=[Ljava.lang.String;@b471fe}
Thread-79 << GameEvent{key=827,pos=1,o=0}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@10b8d03}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@10b8d03}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@10b8d03}
ClientReceiveThread >> GameEvent{key=827,o=[GIRLIE, ELICIT, RELICT, CITRIL, GRICER]}
RX GameEvent{key=827,o=[GIRLIE, ELICIT, RELICT, CITRIL, GRICER]}
XX GameEvent{key=827,o=[GIRLIE, ELICIT, RELICT, CITRIL, GRICER]}
ClientReceiveThread >> GameEvent{key=827,o=0}
RX GameEvent{key=827,o=0}
XX GameEvent{key=827,o=0}
ClientReceiveThread >> GameEvent{key=827,o=null}
RX GameEvent{key=827,o=null}
XX GameEvent{key=827,o=null}
I said apterous.game.LettersDeclaration@10b8d03, he said apterous.game.LettersDeclaration@1262f7c
Awaiting maxes...
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@adc446
CX sent keepalive
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
ClientReceiveThread >> GameEvent{key=827,o=E}
RX GameEvent{key=827,o=E}
CX Synch done.
XX GameEvent{key=827,o=E}
ClientReceiveThread >> GameEvent{key=827,o=B}
RX GameEvent{key=827,o=B}
ClientReceiveThread >> GameEvent{key=827,o=A}
RX GameEvent{key=827,o=A}
ClientReceiveThread >> GameEvent{key=827,o=U}
RX GameEvent{key=827,o=U}
ClientReceiveThread >> GameEvent{key=827,o=S}
RX GameEvent{key=827,o=S}
ClientReceiveThread >> GameEvent{key=827,o=T}
RX GameEvent{key=827,o=T}
ClientReceiveThread >> GameEvent{key=827,o=D}
RX GameEvent{key=827,o=D}
XX GameEvent{key=827,o=B}
XX GameEvent{key=827,o=A}
XX GameEvent{key=827,o=U}
XX GameEvent{key=827,o=S}
XX GameEvent{key=827,o=T}
XX GameEvent{key=827,o=D}
TPP 12
TPP 6
Picked E
Picked B
Picked A
Picked U
Picked S
Picked T
Picked D
ClientReceiveThread >> GameEvent{key=827,o=S}
RX GameEvent{key=827,o=S}
XX GameEvent{key=827,o=S}
Picked S
ClientReceiveThread >> GameEvent{key=827,o=N}
RX GameEvent{key=827,o=N}
XX GameEvent{key=827,o=N}
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@3449a8}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@3449a8}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@3449a8}
Picked N
Attempting clock start
Clock started successfully.
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@786e16
CX sent keepalive
Clock ended successfully.
Rounded lasted 30297 ms wall time.
TPP 40
Thread-88 << GameEvent{key=827,pos=1,o=BASTED}
Thread-88 << GameEvent{key=827,pos=1,o=[Ljava.lang.String;@640b25}
Thread-88 << GameEvent{key=827,pos=1,o=0}
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@cd429b
CX sent keepalive
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.LettersDeclaration@1d008ff}
RX GameEvent{key=827,o=apterous.game.LettersDeclaration@1d008ff}
XX GameEvent{key=827,o=apterous.game.LettersDeclaration@1d008ff}
ClientReceiveThread >> GameEvent{key=827,o=[SUBTENDS]}
RX GameEvent{key=827,o=[SUBTENDS]}
XX GameEvent{key=827,o=[SUBTENDS]}
ClientReceiveThread >> GameEvent{key=827,o=0}
RX GameEvent{key=827,o=0}
ClientReceiveThread >> GameEvent{key=827,o=null}
RX GameEvent{key=827,o=null}
XX GameEvent{key=827,o=0}
XX GameEvent{key=827,o=null}
I said apterous.game.LettersDeclaration@1d008ff, he said apterous.game.LettersDeclaration@3449a8
Awaiting maxes...
CX Synch stage 1 (writing)...
ClientGame827 << GameEvent{key=827,pos=1,o=87621}
CX Synch stage 2 (reading)...
ClientReceiveThread >> GameEvent{key=827,o=87622}
RX GameEvent{key=827,o=87622}
XX GameEvent{key=827,o=87622}
CX Synch done.
CX Conundrum round started...
CX getting shuffle...
ClientReceiveThread >> GameEvent{key=827,o=apterous.game.ConundrumPuzzle@11ca69d}
RX GameEvent{key=827,o=apterous.game.ConundrumPuzzle@11ca69d}
XX GameEvent{key=827,o=apterous.game.ConundrumPuzzle@11ca69d}
CX Got shuffle, passing to player...
TPP 4
1
CX initializing plexer...
CX awaiting message
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@4486de
CX sent keepalive
PLAYING MUSIC FOR TIME 30 FROM POS 0
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@ebdfff
CX sent keepalive
Round ended on 30250 ms
Awoken!
CX local timeout
ClientGame827 << GameEvent{key=827,pos=1,o=net.ConundrumEvent$Timeout@e39218}
CX awaiting message
ClientReceiveThread >> GameEvent{key=827,o=net.ConundrumEvent$TimeoutUnsolved@d39ac}
RX GameEvent{key=827,o=net.ConundrumEvent$TimeoutUnsolved@d39ac}
XX GameEvent{key=827,o=net.ConundrumEvent$TimeoutUnsolved@d39ac}
Awoken!
CX timeout unsolved
ClientGame827 << GameEvent{key=827,pos=1,o=net.ConundrumEvent$End@1607fa8}
CFRAME Timeout unsolved MISDATING
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@1d1702e
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@150dcd3
RX net.MessageToClient$SpectatorMessage@150dcd3
XX net.MessageToClient$SpectatorMessage@150dcd3
EVINSERT:Your new teaser is <span class="puzzle">LOCKBCLA</span>. You have one minute to answer!
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@3cb1e1
CX sent keepalive
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@d16dc8
CX sent keepalive
ClientReceiveThread >> net.MessageToClient$SpectatorMessage@1e6e48b
RX net.MessageToClient$SpectatorMessage@1e6e48b
XX net.MessageToClient$SpectatorMessage@1e6e48b
EVINSERT:Time's up and no one got it! The answer to <span class="puzzle">LOCKBCLA</span> was BALLCOCK.
SpecPanel: adding text
SpecPanel: Setting caret
SpecPanel: done.
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@e596c9
CX sent keepalive
CX sending keepalive
KeepaliveThread << net.MessageToServer$Keepalive@154b574
CX sent keepalive
User avatar
Neil Zussman
Enthusiast
Posts: 328
Joined: Thu Jan 15, 2009 4:41 pm

Re: Bug reports

Post by Neil Zussman »

The duel hung on me after the conundrum. I would post a log if I had one, but everything was strangely empty. Can anything be done? It would be annoying to lose my lead in this way. :(
I got the conundrum too...
User avatar
Charlie Reams
Site Admin
Posts: 9494
Joined: Fri Jan 11, 2008 2:33 pm
Location: Cambridge
Contact:

Re: Bug reports

Post by Charlie Reams »

Neil Zussman wrote:The duel hung on me after the conundrum. I would post a log if I had one, but everything was strangely empty. Can anything be done? It would be annoying to lose my lead in this way. :(
I got the conundrum too...
Just spent the last two hours writing some code to salvage lost duels, so it's your lucky day. JulieT's duel from yesterday also reappeared so it's possibly the points for that will get allocated correctly tonight.
User avatar
Neil Zussman
Enthusiast
Posts: 328
Joined: Thu Jan 15, 2009 4:41 pm

Re: Bug reports

Post by Neil Zussman »

Charlie Reams wrote:
Neil Zussman wrote:The duel hung on me after the conundrum. I would post a log if I had one, but everything was strangely empty. Can anything be done? It would be annoying to lose my lead in this way. :(
I got the conundrum too...
Just spent the last two hours writing some code to salvage lost duels, so it's your lucky day. JulieT's duel from yesterday also reappeared so it's possibly the points for that will get allocated correctly tonight.
Absolute legend, cheers Charlie. :ugeek:
Locked