ThreadDeath problem

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Well, println() is definitely broken somehow. There is no way that checkSkippedTurn() could have called forceStopThread() (as is shown in the stacktrace), without going through println() first, yet the print message never made its way to the console (as is shown in Beaming's log).

battleText is also cleared in initializeRound() and cleanup(), both of which have no synchronization guards at all.

I think skipped turns are working as they should, they're just not being reported.

MultiplyByZer0 (talk)21:59, 5 September 2017

Good catch. I've added synchronization guards on the initializeRound() and cleanup() and now I get the SYSTEM: Neuromancer 5.4 has not performed any actions in a reasonable amount of time. printed inside the correct round. The ThreadDeath is still printed in the round after, but I can live with that I guess.

Now for the next question, why is this even happening?

Skilgannon (talk)22:18, 5 September 2017

Would you please share the patch? My multithreading skills are not that good.

Beaming (talk)00:52, 6 September 2017

It seems that Skilgannon has filed a bug report on this issue, including the necessary patch.

MultiplyByZer0 (talk)02:19, 6 September 2017

See it now. Thanks.

Beaming (talk)02:28, 6 September 2017

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Return to Thread:Talk:RoboRumble/ThreadDeath problem/reply (25).


To add to mysteries. Why I do not see dramatic drop in scores if I run Voidious' RoboRunner? I see missing SYSTEM messages in logs but it does not affect scores the same drastic way as with the literumble client. I also see no ThreadDeath messages. I am guessing RoboRunner catches those somehow and process the score differently.

Beaming (talk)01:38, 6 September 2017