2.8.4 Hangs When Hex Control is Changed

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rkr1958
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2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

MWiF seems to go into an infinite loop when the axis move into or through hex [59,70] and change control form Soviet to axis. The specific hex is a railway hex indicated by the yellow arrow. Also, change of control opens up the oil RP in the adjacent hex [59,71] for railing to German factories. I suspect the infinite loop is related to that and German production.

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rkr1958
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

game file.
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rkr1958
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

The only way I found to get around this infinite loop was to manually edit the game file and change control of the problem hex from Soviet to German. This appears to have done the trick as now you can see the the oil point at [59,71] is flowing to a German factory.

Unless you can edit the game file or have access to the debug tool, this bug could be a game stopper.

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Ronnie
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by paulderynck »

I would be more suspicious that it's related to supply given it occurs as a result of moving the unit there but not when hex control is changed.
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by paulderynck »

I had some strange things arise when I tested with this game file. After loading the file the first time, MWiF would lock up on all attempts to load it after that. I had to delete my MWIF.INI file before I could load it again. I suspect this could be due to something unrelated like MWIF trying to handle your SLY versus mine. The first time I get the error message that your SLY doesn't exist (of course) but after that on subsequent loads, I think that error message stays hidden behind the initial splash screen and so it appears locked up to me. The task manager says both MWIF.EXE and an MWIF Error message are running. I suppose there's an outside chance this is happening because the game file has been edited, but I doubt that.

Anyway, I tried changing the hex to German control with beta tools and the program immediately went into an infinite loop. So even beta tools won't fix this. I didn't think production is being checked all the time, only when the production is opened, but I know supply is checked almost constantly. So I'm surprised your edit worked because one reason the program takes awhile to load is that it is setting up all supply for all powers. Of course some parts of supply (I believe) are kept stored as part of the fix for it taking so long to process. So perhaps the initial load and complete supply processing is getting around this problem which pooches intermediate supply processing.

Anyway... I still think it's a supply issue!
Paul
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rkr1958
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

ORIGINAL: paulderynck

I had some strange things arise when I tested with this game file. After loading the file the first time, MWiF would lock up on all attempts to load it after that. I had to delete my MWIF.INI file before I could load it again. I suspect this could be due to something unrelated like MWIF trying to handle your SLY versus mine. The first time I get the error message that your SLY doesn't exist (of course) but after that on subsequent loads, I think that error message stays hidden behind the initial splash screen and so it appears locked up to me. The task manager says both MWIF.EXE and an MWIF Error message are running. I suppose there's an outside chance this is happening because the game file has been edited, but I doubt that.

Anyway, I tried changing the hex to German control with beta tools and the program immediately went into an infinite loop. So even beta tools won't fix this. I didn't think production is being checked all the time, only when the production is opened, but I know supply is checked almost constantly. So I'm surprised your edit worked because one reason the program takes awhile to load is that it is setting up all supply for all powers. Of course some parts of supply (I believe) are kept stored as part of the fix for it taking so long to process. So perhaps the initial load and complete supply processing is getting around this problem which pooches intermediate supply processing.

Anyway... I still think it's a supply issue!
Thanks for checking. Interesting that the beta also got into an infinite loop. With that tool the game file is open and running when you do the edit isn't it? So, wouldn't that effectively be the same as a running a German unit into the hex? Thus, both generate an infinite loop wrt/supply?

By editing the game file I'm doing that while MWiF isn't running the game turn. So maybe when it loads the turn a different part of code is being run for supply and thus the infinite loop avoided?
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rkr1958
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

FYI. Here's the file after editing to change hex control from the USSR to Germany.
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by paulderynck »

ORIGINAL: rkr1958

ORIGINAL: paulderynck

I had some strange things arise when I tested with this game file. After loading the file the first time, MWiF would lock up on all attempts to load it after that. I had to delete my MWIF.INI file before I could load it again. I suspect this could be due to something unrelated like MWIF trying to handle your SLY versus mine. The first time I get the error message that your SLY doesn't exist (of course) but after that on subsequent loads, I think that error message stays hidden behind the initial splash screen and so it appears locked up to me. The task manager says both MWIF.EXE and an MWIF Error message are running. I suppose there's an outside chance this is happening because the game file has been edited, but I doubt that.

Anyway, I tried changing the hex to German control with beta tools and the program immediately went into an infinite loop. So even beta tools won't fix this. I didn't think production is being checked all the time, only when the production is opened, but I know supply is checked almost constantly. So I'm surprised your edit worked because one reason the program takes awhile to load is that it is setting up all supply for all powers. Of course some parts of supply (I believe) are kept stored as part of the fix for it taking so long to process. So perhaps the initial load and complete supply processing is getting around this problem which pooches intermediate supply processing.

Anyway... I still think it's a supply issue!
Thanks for checking. Interesting that the beta also got into an infinite loop. With that tool the game file is open and running when you do the edit isn't it? So, wouldn't that effectively be the same as a running a German unit into the hex? Thus, both generate an infinite loop wrt/supply?

By editing the game file I'm doing that while MWiF isn't running the game turn. So maybe when it loads the turn a different part of code is being run for supply and thus the infinite loop avoided?
Yup that's my theory too. And yes the game is running when the beta tool was used, so not much different than moving the unit there, I was just curious. Also the current beta I'm using is 2.8.5.5. I'll try with the very latest but don't expect it to be fixed.
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rkr1958
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

ORIGINAL: paulderynck
ORIGINAL: rkr1958

ORIGINAL: paulderynck

I had some strange things arise when I tested with this game file. After loading the file the first time, MWiF would lock up on all attempts to load it after that. I had to delete my MWIF.INI file before I could load it again. I suspect this could be due to something unrelated like MWIF trying to handle your SLY versus mine. The first time I get the error message that your SLY doesn't exist (of course) but after that on subsequent loads, I think that error message stays hidden behind the initial splash screen and so it appears locked up to me. The task manager says both MWIF.EXE and an MWIF Error message are running. I suppose there's an outside chance this is happening because the game file has been edited, but I doubt that.

Anyway, I tried changing the hex to German control with beta tools and the program immediately went into an infinite loop. So even beta tools won't fix this. I didn't think production is being checked all the time, only when the production is opened, but I know supply is checked almost constantly. So I'm surprised your edit worked because one reason the program takes awhile to load is that it is setting up all supply for all powers. Of course some parts of supply (I believe) are kept stored as part of the fix for it taking so long to process. So perhaps the initial load and complete supply processing is getting around this problem which pooches intermediate supply processing.

Anyway... I still think it's a supply issue!
Thanks for checking. Interesting that the beta also got into an infinite loop. With that tool the game file is open and running when you do the edit isn't it? So, wouldn't that effectively be the same as a running a German unit into the hex? Thus, both generate an infinite loop wrt/supply?

By editing the game file I'm doing that while MWiF isn't running the game turn. So maybe when it loads the turn a different part of code is being run for supply and thus the infinite loop avoided?
Yup that's my theory too. And yes the game is running when the beta tool was used, so not much different than moving the unit there, I was just curious. Also the current beta I'm using is 2.8.5.5. I'll try with the very latest but don't expect it to be fixed.
Thanks for checking. I guess any help in identifying root cause helps Steve to the fix the problem (I hope)?
Ronnie
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by paulderynck »

Yeah same problem in the latest beta. It also goes into a loop if you move a unit to 58,70. Prior to that you can move units to 60,70 and 60,71 without a problem.

Once the loop starts MWIF starts consuming additional memory at about 2 Megs a second.
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rkr1958
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RE: 2.8.4 Hangs When Hex Control is Changed

Post by rkr1958 »

ORIGINAL: paulderynck

Yeah same problem in the latest beta. It also goes into a loop if you move a unit to 58,70. Prior to that you can move units to 60,70 and 60,71 without a problem.

Once the loop starts MWIF starts consuming additional memory at about 2 Megs a second.
Ouch ... again, thanks for checking.
Ronnie
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