maemo.org Bugzilla – Bug 12416
Remote players moved done in Miniature are not correctly submitted to server after local player's first move
Last modified: 2011-09-26 21:19:52 UTC
You need to log in before you can comment on or make changes to this bug.
SOFTWARE VERSION: master EXACT STEPS LEADING TO PROBLEM: 1. Run a FICS client on your desktop and connect to server 2. Run Miniature and connect to server (as guest or as real account) 3. Start a game against the account in step 1 4. If the desktop client is white (as in the log provided with this bug report) make a move -> Opponents move is shown in MIniature 5. Make a move as player using Miniature EXPECTED OUTCOME: Move becomes visible for the opponent soon ACTUAL OUTCOME: Move becomes never visible for opponent. The same happens if the Miniature player has to do the first move. Moves are never submitted or server is not able to understand. REPRODUCIBILITY: always (tried at least 5 times as registred player and also as guest) APPLICATION OUTPUT LOG: FICS: "{Game 229 (okmko vs. GuestCGFP) Creating unrated standard match.}" FICS: "" FICS: "<12> rnbqkbnr pppppppp -------- -------- -------- -------- PPPPPPPP RNBQKBNR W -1 1 1 1 1 0 229 okmko GuestCGFP -1 120 0 39 39 7200 7200 1 none (0:00) none 1 0 0" FICS: "fics% " FICS: "<12> rnbqkbnr pppppppp -------- -------- ----P--- -------- PPPP-PPP RNBQKBNR B 4 1 1 1 1 0 229 okmko GuestCGFP 1 120 0 39 39 7200 7200 1 P/e2-e4 (0:00) e4 1 0 0" void Game::Frontend::Miniature::confirmMove() move confirmed ... virtual void Game::Command::Move::exec(Game::Dispatcher*, Game::AbstractEngine*) "c7c5" --> c7c5 becomes never visible for opponent (okmko).
Can this be "just" lag? Yesterday mikhas and I played a game together with 0.4 downloaded and installed via browser. I had a noticeable lag sometimes (fwiw I was in 3G) but the moves were recorded. During the day I player a bunch of games more, without problems. Can you please try uninstalling Miniature and installing the version available at http://wiki.maemo.org/Miniature/0.4_De_Lucena ? Playing with wlan connection is also better to be sure. If you got Miniature package directly from the SDK then another thing to do is "Clean all", "Rebuild all" and the deploy.
This seems to be no issue in the release version: http://taschenorakel.de/files/michael/miniature_0.4.0-1_armel.deb Please let me know if it is reproducable for you with the master branch.
The release version = the current master version. If you can't reproduce it with the 0.4 deb then I bet your problem will be solved as soon as you Clear & Rebuild. This is is a good thing to do whenever there are many changes in the C++ backend.
In any case, a bug only happening to a user using master via SDK is not critical. Changing severity to normal.
I'm able to give more information regarding this bug: A) If the local player is white nothing happens after white's first move. B) If the local player is black the opponent's first move is submitted correctly and shown on board. Than the local player makes a move and nothing happens. In both cases the game ends sooner or later: The opponent aborts the game... For my tests I am using the master branch of miniature. Please verify this bug report (in this case it should set as major bug again. If you are not able to reproduce this via master let me know too. In this case I'm not sure how to investigate further. 0.4 from Ovi Store works fine for me... ====== Log: ====== FICS: "Creating: GuestHZLC (++++) GuestPTPL (++++) unrated blitz 5 0" FICS: "{Game 138 (GuestHZLC vs. GuestPTPL) Creating unrated blitz match.}" FICS: "" FICS: "<12> rnbqkbnr pppppppp -------- -------- -------- -------- PPPPPPPP RNBQKBNR W -1 1 1 1 1 0 138 GuestHZLC GuestPTPL -1 5 0 39 39 300 300 1 none (0:00) none 1 0 0" FICS: "fics% " FICS: "<12> rnbqkbnr pppppppp -------- -------- ---P---- -------- PPP-PPPP RNBQKBNR B 3 1 1 1 1 0 138 GuestHZLC GuestPTPL 1 5 0 39 39 300 300 1 P/d2-d4 (0:00) d4 1 0 0" void Game::Frontend::Miniature::confirmMove() move confirmed ... virtual void Game::Command::Move::exec(Game::Dispatcher*, Game::AbstractEngine*) "g8f6" FICS: "fics% " FICS: "Your opponent has aborted the game on move one." FICS: "{Game 138 (GuestHZLC vs. GuestPTPL) Game aborted on move 1} *"
I can play with the master version without problems... FICS: "fics% Your seek matches one already posted by GuestGQWS." FICS: "Creating: GuestGQWS (++++) GuestKTBB (++++) unrated blitz 5 0" FICS: "{Game 281 (GuestGQWS vs. GuestKTBB) Creating unrated blitz match.}" FICS: "" FICS: "<12> rnbqkbnr pppppppp -------- -------- -------- -------- PPPPPPPP RNBQKBNR W -1 1 1 1 1 0 281 GuestGQWS GuestKTBB -1 5 0 39 39 300 300 1 none (0:00) none 1 0 0" FICS: "fics% " FICS: "<12> rnbqkbnr pppppppp -------- -------- -------- -----N-- PPPPPPPP RNBQKB-R B -1 1 1 1 1 1 281 GuestGQWS GuestKTBB 1 5 0 39 39 300 300 1 N/g1-f3 (0:00) Nf3 1 0 0" void Game::Frontend::Miniature::confirmMove() move confirmed ... virtual void Game::Command::Move::exec(Game::Dispatcher*, Game::AbstractEngine*) "d7d5" FICS: "fics% " FICS: "<12> rnbqkbnr ppp-pppp -------- ---p---- -------- -----N-- PPPPPPPP RNBQKB-R W 3 1 1 1 1 0 281 GuestGQWS GuestKTBB -1 5 0 39 39 300 300 2 P/d7-d5 (0:00) d5 1 1 0" FICS: "fics% " FICS: "<12> rnbqkbnr ppp-pppp -------- ---p---- ---P---- -----N-- PPP-PPPP RNBQKB-R B 3 1 1 1 1 0 281 GuestGQWS GuestKTBB 1 5 0 39 39 299 300 2 P/d2-d4 (0:01) d4 1 1 99" void Game::Frontend::Miniature::confirmMove() move confirmed ... virtual void Game::Command::Move::exec(Game::Dispatcher*, Game::AbstractEngine*) "g8f6" etc... Did you do the Clean All, Rebuild All... ?
(In reply to comment #6) > Did you do the Clean All, Rebuild All... ? Yes and now it works fine. Sorry for the noise. Is there some kind of rule how often to rebuild the whole project?
No rule I have found, but it is related to changes in the backend C/C++ files. I do it whenever mikhas uploads plenty of stuff :) , when there is a release or when something behaves wrong in a weird way - too obvious for not having being noticed by mikhas or you. ;) Closing.