Freeze in Diamonds of the Kobolds

Discussion in 'Bugs' started by Dark Wolfe, Mar 27, 2013.

  1. Dark Wolfe

    Dark Wolfe Orc Soldier

    Diamonds of the Kobolds. I was cornered near the entry. An Avenger played lunging bash made his lunge, then the game froze with lunging bash displayed centre screen. can grab and scroll but card stays in centre screen

    Log from beginning of Gary's turn. (Sorry, it's huge)

    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=2097,Msg=The active player is now Gary
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=2097,Player=Gary,Actor=Lonqiq,Event=Move,Origin=(3, 4),StartFacing=(-1, 0),Destination=(2, 5),EndFacing=(-1, 0)
    BATTLE LOG: Player=Gary,Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=2097,Event=PlayAction,Action=Lunging Bash,Instigator=Lonqiq,Targets=Ogrekin
    BATTLE LOG: Player=Gary,Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=2097,Event=TriggerFail,Trigger=Spiked Mail,TriggeringActor=Ogrekin,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand
    MESSAGE: Error #1009
    STACK TRACE:
    TypeError: Error #1009
    at com.cardhunter.pcclient::ReceiveHandPeekCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ReceiveHandPeekCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient::ResolveActionCommand/end()
    at com.cardhunter.pcclient::ResolveActionCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ResolveActionCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient::EventLogCommand/update()
    at com.cardhunter.pcclient::CardHunterScreen/updateCommands()
    at com.cardhunter.pcclient::BattleScreen/updateCommands()
    at com.cardhunter.pcclient::CardHunterScreen/update()
    at com.cardhunter.pcclient::ScreenRoot/update()
    PARTY:

    (int_array) ActiveChars: [1,9,6]
    (sfs_array) Members:
    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Heirloom Assegai
    (utf_string) Thick Club
    (utf_string) Woodhome's Wound
    (utf_string) Bulky Cloth Vest
    (utf_string) Dueler's Buckler
    (utf_string) Rusty Spiked Helmet
    (utf_string) Misenchanted Cloth Boots
    (utf_string) Novice Ferocity
    (utf_string) Novice Gouging


    (int) charIndex: 1

    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Mace of the Angry Novice
    (utf_string) Neophyte's Cleaver
    (utf_string) Righteous Hide Shirt
    (utf_string) Dueler's Buckler
    (utf_string) Weighty Boots
    (utf_string) Medallion of St. Beldar
    (utf_string) Crude Healing Charm
    (utf_string) Crespin's Shroud
    (utf_string) NULL
    (utf_string) Untrained Medic


    (int) charIndex: 6

    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Zapping Staff
    (utf_string) Trembling Staff
    (utf_string) Confusing Stone
    (utf_string) Smoking Bangle
    (utf_string) Perforating Wand
    (utf_string) NULL
    (utf_string) Red Robes
    (utf_string) Soft Boots
    (utf_string) Untrained Command
    (utf_string) Burning Spark Novice


    (int) charIndex: 9

    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:



    (int) charIndex: 2


    (int) Index: 1
    (utf_string) Name: Sample

    CLIENT COMMANDS:
    com.cardhunter.pcclient::ReceiveHandPeekCommand
    BATTLE COMMANDS:
    com.cardhunter.battle.commands::HandPeekCommand
    com.cardhunter.battle.commands::FailTriggerCommand
    com.cardhunter.battle.commands:: DamageCommand
    com.cardhunter.battle.commands::ResolveMoveActionCommand
    com.cardhunter.battle.commands::FinishActionCommand
    com.cardhunter.battle.commands::IncrementActivePlayerCommand
    com.cardhunter.battle.commands::CheckForTraitsCommand
    com.cardhunter.battle.commands::StartScoringPhaseCommand
    com.cardhunter.battle.commands::StartDiscardPhaseCommand
    com.cardhunter.battle.commands::EndTurnCommand
    CLIENT VERSION: 0.5684
     
  2. Dark Wolfe

    Dark Wolfe Orc Soldier

    Just had the same-ish thing happen again. Think it's another example of spiked mail failing.
    Killed a kobold with spiked mail so it didn't return to my hand properly, got attacked again and it froze waiting for a spiked mail that didn't exist to trigger

    log (long again)


    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Msg=The active player is now Gary
    BATTLE LOG: Player=Gary,Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Event=PlayAction,Action=Run,Instigator=Klik,Targets=
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Player=Gary,Actor=Klik,Event=Move,Origin=(5, 4),StartFacing=(1, 0),Destination=(7, 4),EndFacing=(1, 0)
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Player=Gary,Actor=Git,Event=Move,Origin=(3, 4),StartFacing=(1, 0),Destination=(6, 4),EndFacing=(1, 0)
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Player=Gary,Actor=Nit,Event=Move,Origin=(6, 7),StartFacing=(0, -1),Destination=(7, 6),EndFacing=(0, -1)
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Player=Gary,Actor=Fiz,Event=Move,Origin=(3, 5),StartFacing=(0, -1),Destination=(5, 4),EndFacing=(1, 0)
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Msg=The active player is now Dark Wolfe
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Msg=Dark Wolfe passed.
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Msg=The active player is now Gary
    BATTLE LOG: Player=Gary,Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Event=PlayAction,Action=Bludgeon,Instigator=Klik,Targets=Ogrekin
    BATTLE LOG: Player=Gary,Scenario=Gashstone Pass,Room=DMND (Dark Wolfe),RoomID=4465,Event=TriggerFail,Trigger=Spiked Mail,TriggeringActor=Ogrekin,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand
    MESSAGE: Error #1009
    STACK TRACE:
    TypeError: Error #1009
    at com.cardhunter.pcclient::ReceiveHandPeekCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ReceiveHandPeekCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient::ResolveActionCommand/end()
    at com.cardhunter.pcclient::ResolveActionCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ResolveActionCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient:: PlayActionCommand/end()
    at com.cardhunter.pcclient:: PlayActionCommand/update()
    at com.cardhunter.pcclient::CardHunterScreen/updateCommands()
    at com.cardhunter.pcclient::BattleScreen/updateCommands()
    at com.cardhunter.pcclient::CardHunterScreen/update()
    at com.cardhunter.pcclient::ScreenRoot/update()
    PARTY:

    (sfs_array) Members:
    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Heirloom Assegai
    (utf_string) Thick Club
    (utf_string) Woodhome's Wound
    (utf_string) Bulky Cloth Vest
    (utf_string) Dueler's Buckler
    (utf_string) Helmet of Thorns
    (utf_string) Misenchanted Cloth Boots
    (utf_string) Novice Ferocity
    (utf_string) Novice Gouging


    (int) charIndex: 1

    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Mace of the Angry Novice
    (utf_string) Neophyte's Cleaver
    (utf_string) Righteous Hide Shirt
    (utf_string) Dueler's Buckler
    (utf_string) Weighty Boots
    (utf_string) Righteous Tome
    (utf_string) Medallion of St. Beldar
    (utf_string) Crespin's Shroud
    (utf_string) NULL
    (utf_string) Untrained Medic


    (int) charIndex: 6

    (sfs_object)
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Zapping Staff
    (utf_string) Hickory Staff
    (utf_string) Rod of Falling Cinders
    (utf_string) Smoking Bangle
    (utf_string) Perforating Wand
    (utf_string) NULL
    (utf_string) Red Robes
    (utf_string) Soft Boots
    (utf_string) Untrained Command
    (utf_string) Burning Spark Novice


    (int) charIndex: 9


    (utf_string) Name: Sample
    (int) Index: 1
    (int_array) ActiveChars: [1,9,6]

    CLIENT COMMANDS:
    com.cardhunter.pcclient::ReceiveHandPeekCommand
    BATTLE COMMANDS:
    com.cardhunter.battle.commands::HandPeekCommand
    com.cardhunter.battle.commands::FailTriggerCommand
    com.cardhunter.battle.commands:: DamageCommand
    com.cardhunter.battle.commands::FinishActionCommand
    com.cardhunter.battle.commands::IncrementActivePlayerCommand
    com.cardhunter.battle.commands::CheckForTraitsCommand
    com.cardhunter.battle.commands::StartScoringPhaseCommand
    com.cardhunter.battle.commands::StartDiscardPhaseCommand
    com.cardhunter.battle.commands::EndTurnCommand
    CLIENT VERSION: 0.5684
     
  3. mightymushroom

    mightymushroom Goblin Champion

    Definitely a problem with Spiked Mail; my game froze when Spiked Mail should have been activating due to Brain Burn. In Dark Wolfe's two examples as well as mine, it appears as though the Spiked Mail should have failed ("Event=TriggerFail,Trigger=Spiked Mail"). The mail is "missing" from Ulm's hand, as if it were popping up to center screen but nothing more happens.

    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (mightymushroom),RoomID=9168,Msg=mightymushroom must play a Trait
    BATTLE LOG: Player=mightymushroom,Scenario=Gashstone Pass,Room=DMND (mightymushroom),RoomID=9168,Event=PlayAction,Action=Brain Burn,Instigator=Ulm Blindsong,Targets=
    BATTLE LOG: Scenario=Gashstone Pass,Room=DMND (mightymushroom),RoomID=9168,Msg=SeeverSelectCardsCommand:: selected card Deadly Spark
    BATTLE LOG: Player=mightymushroom,Scenario=Gashstone Pass,Room=DMND (mightymushroom),RoomID=9168,Event=TriggerFail,Trigger=Spiked Mail,TriggeringActor=Ulm Blindsong,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand
    MESSAGE: Error #1009
    STACK TRACE:
    TypeError: Error #1009
    at com.cardhunter.pcclient::ReceiveHandPeekCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ReceiveHandPeekCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient::ReceiveHandPeekCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ReceiveHandPeekCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient::ResolveActionCommand/end()
    at com.cardhunter.pcclient::ResolveActionCommand/start()
    at com.cardhunter.pcclient::CardHunterScreen/startCommand()
    at com.cardhunter.pcclient::BattleScreen/startCommand()
    at com.cardhunter.pcclient::CardHunterScreen/queueCommand()
    at com.cardhunter.pcclient::ResolveActionCommand$/constructFromBattleEvent()
    at flash.events::EventDispatcher/dispatchEvent()
    at com.cardhunter.battle.AS3Client::BattleAS3Client/sendEvent()
    at com.cardhunter.battle::Battle/disseminateEvents()
    at com.cardhunter.battle::Battle/run()
    at com.cardhunter.pcclient::BattleScreen/dequeueCommand()
    at com.cardhunter.pcclient::playActionCommand/end()
    at com.cardhunter.pcclient::playActionCommand/update()
    at com.cardhunter.pcclient::CardHunterScreen/updateCommands()
    at com.cardhunter.pcclient::BattleScreen/updateCommands()
    at com.cardhunter.pcclient::CardHunterScreen/update()
    at com.cardhunter.pcclient::ScreenRoot/update()
    PARTY:
    (int) Index: 1
    (utf_string) Name: Sample
    (sfs_array) Members:
    (sfs_object)
    (int) charIndex: 1
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Oversized Pick
    (utf_string) Bo Stick
    (utf_string) Curved Sword
    (utf_string) Plate Mail
    (utf_string) Cold Shield
    (utf_string) Welk's Helm
    (utf_string) Glimmer Boots
    (utf_string) Apprentice Evasion



    (sfs_object)
    (int) charIndex: 2
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Staff of Peril
    (utf_string) Unstable Staff
    (utf_string) Boiling Stone
    (utf_string) Perilous Bangle
    (utf_string) Orange Amulet
    (utf_string) Orange Ring
    (utf_string) Quicksilver Robes
    (utf_string) Awkward Spiked Boots
    (utf_string) NULL
    (utf_string) Untrained Electromancy



    (sfs_object)
    (int) charIndex: 3
    (sfs_object) inventory:
    (sfs_array) Items:
    (utf_string) Possessed Blade
    (utf_string) Possessed Blade
    (utf_string) Holy Patchwork Armor
    (utf_string) Fool's Shield
    (utf_string) Glowing Sandals
    (utf_string) Demon's Hand
    (utf_string) Shaman's Bones
    (utf_string) Neophyte's Healing Ring
    (utf_string) Untrained Flexibility




    (int_array) ActiveChars: [1,2,3]
    CLIENT COMMANDS:
    com.cardhunter.pcclient::ReceiveHandPeekCommand
    BATTLE COMMANDS:
    com.cardhunter.battle.commands::HandPeekCommand
    com.cardhunter.battle.commands::FailTriggerCommand
    com.cardhunter.battle.commands::DamageCommand
    com.cardhunter.battle.commands::DrawCardCommand
    com.cardhunter.battle.commands::FinishActionCommand
    com.cardhunter.battle.commands::IncrementActivePlayerCommand
    com.cardhunter.battle.commands::CheckForTraitsCommand
    com.cardhunter.battle.commands::StartScoringPhaseCommand
    com.cardhunter.battle.commands::StartDiscardPhaseCommand
    com.cardhunter.battle.commands::EndTurnCommand
    CLIENT VERSION: 0.5684
     
  4. Jon

    Jon Blue Manchu Staff Member

    Spiked Mail... grrrr. I'll get to this soon, sorry.
     
  5. Jon

    Jon Blue Manchu Staff Member

    I cannot repro this - spent an hour letting Kobolds beat on my spiked mail in that map with no problem...
     
  6. Dark Wolfe

    Dark Wolfe Orc Soldier

    wierd, I've had it happen elsewhere too.
    seems to me that when a character is killed by spiked mail it is not returned correctly to the hand. Then the next time it is supposed to trigger the game hangs.

    I saw a couple of other threads complaining of freezes when supposed to discard cards and etc and in the investigations there they discovered that it appeared they had two cards but spiked mail had not returned to hand properly, hand making it three in hand.

    So yeah, I 'll try to re-pro in newest build, sorry my earlier wordings where poor.
     
  7. Dark Wolfe

    Dark Wolfe Orc Soldier

    Worked fine today, had at least 2 enemies die from spiked mail and it returned to hand. Maybe 1.26 fixed it
     
  8. Jon

    Jon Blue Manchu Staff Member

    I know it's a problem when we don't have a proper location for the dead enemy to go to, but that seems to be fixed in the Diamonds board now.
     
  9. Phaselock

    Phaselock Bugblatter

    BATTLE LOG: Player=Gary,Scenario=Woodhome Gates,Room=WOOD (phaselock),RoomID=3732,Event=TriggerSucceed,Trigger=Spiked Mail,TriggeringActor=DW_test1,AffectedActors=,TriggerType=PreDamage,TriggerLocation=Hand

    [​IMG]

    Alto the adv completed w/o generating an error, the victory screen overlaid a frozen card. Last zombie tried to Brains! my dwarf warrior but got hit with spiked mail and died. Should the Brains animation resolve before the victory overlay?
     
  10. Jon

    Jon Blue Manchu Staff Member

    So, you're just saying you saw an animation bug here?
     
  11. Phaselock

    Phaselock Bugblatter

    Yes, replaying and testing against spiked mail consistently 'holds' the card image on-screen longer than usual. Tested against zombie mob and infected bite, infected bite also caused the same animation bug as above due to last hit (BATTLE LOG: Scenario=Woodhome Gates,Room=WOOD (phaselock),RoomID=3960).

    edit: Consistent repro of this animation bug, this time in 1st adv in attack of war monkeys off a last hit from pickpocket. Seems like its definitely not map related. BATTLE LOG: Scenario=Monkey Attack,Room=AWMO (phaselock),RoomID=271
     
  12. Jon

    Jon Blue Manchu Staff Member

    But it's no longer a game breaking bug, right?
     
  13. Phaselock

    Phaselock Bugblatter

    Right. Will keep testing tho.
     

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