Issue: __LOGIN_LOGGED_IN response does not scale well

  1. issueid=362 11-11-2014 01:51 PM
    Public Scripts Moderator
    __LOGIN_LOGGED_IN response does not scale well

    Just a quick look at the code and my experience, I am not sure how SRL-6 handles this, but this is how it happens for me:

    1) I run a two instances of Simba using the same army of characters, using random nextplayer.
    2) Sometimes, SRL on Simba #2 randomly picks a character that Simba #1 is already logged in on -- can't really be avoided.
    3) The character fails to login on Simba #2, as Simba #1 is already using it.
    4) Simba #2 tries to login to it 5 times.
    5) Fails of course, and it takes a long time for the __LOGIN_LOGGED_IN error to happen, so SRL triggers __LOGIN_UPDATE instead to reload SMART.
    6) smart.sixHourFix fails as players[currentPlayer].login() returns false, giving TDebug.FATAL... because it STILL can't login on Simba #2 because Simba #1 is still using that character.



    TL;DR: for some reason, .login returns True, but also returns False right after it. I am left sitting at the lobby with my script terminated. http://pastie.org/private/j4tn84awvcf8wcnfmz2d1q

    I think it could be fixed by removing the TDebug.FATAL in smart.simba? But I am not too sure if that's a good idea, but then again I don't understand fully the purpose of TDebugs. Why not just switch player and continue to try the login function even if the sixHourFix fails? Unless there is only one active player, I don't see the downside.

    Sorry I am bad at explaining stuff, hope this helps though!
Issue Details
Issue Number 362
Project SRL Bugs and Suggestions
Status Resolved
Users able to reproduce bug 0
Users unable to reproduce bug 0
Assigned Users (none)
Tags (none)




  1. 01-13-2015 07:07 AM
    Issue Changed by The Mayor
    • Status changed from Unconfirmed to Resolved
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