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Non-dedicated server gets stuck when selecting a savegame file to load while a client is joining and the server is encoding the save to the client.
This bug is a bit hard to reproduce. It requires 3 things and exact timing:
1 - a savegame file already available to load, preferibly large (4096x4096 map)
2 - a non-dedicated server running, preferibly large (4096x4096 map)
3 - a client joining the server.
Steps:
1+2. Have the savegame file ready for the server:
- launch openttd
- click multiplayer
- click start server
- click new game
- generate a large map (4096x4096 map)
- once it generates, save this game
- have the load game window already open, but before clicking the savegame, a client has to join first
A client joins the server:
- launch openttd
- click multiplayer
- join the server, and then...
... the bug:
- the server will display SAVING GAME when the client joins.
- with the load game window open, time to click the savegame to happen exactly when SAVING GAME message is being displayed.
Result:
- Server gets stuck.
- Client gets a 20 seconds message without an answer from the server, then network-connection lost
Thanks for this. At the time of writing this appears to be an isolated bug, and not frequently reported. We do try to address bugs where they occur frequently and/or are easy to reproduce, but this one doesn't look like we can any go further, so I'm closing it. Thanks for contributing!
Samu opened the ticket and wrote:
Reported version: 1.6.0
Operating system: Windows
This issue was imported from FlySpray: https://bugs.openttd.org/task/6445
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