I think you're on the right track, it definitely feels like race conditions to me. However in this case you're wrong - both code blocks (println and readOutText) are synchronized with the same object, so they can't run at the same time. It isn't important which one they are synchronized with, it could even be a different object. See the sharedLock example here.
I think a good place to start looking is in the 'fixes' to the skipped turn behavior, which were documented here, as well as a very busy discussion on the wiki.
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
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.
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?
Would you please share the patch? My multithreading skills are not that good.
It seems that Skilgannon has filed a bug report on this issue, including the necessary patch.
@ MultiplyByZer0, excellent analysis. I would never spotted it.
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.