Descriptive Problem Summary:
I get this message for valid commands. It seems like the server doesn't acknowledge the command within a certain amount of time so the client displays this error. Tick_lag might be a factor - if the client has a timeout of x ticks, with 0.1 second ticks this timeout might be sufficient but with shorter ticks I see this message more.
I was looking for a way to suppress this error message but haven't found a way.
This bug report started as this forum thread: http://www.byond.com/developer/forum?id=777187
Numbered Steps to Reproduce Problem:
In the case where I am experiencing this problem the commands that are sent to the server are the result of macros I defined. They're valid (they work most of the time) but when the server lags I tend to see these error messages.
Code Snippet (if applicable) to Reproduce Problem:
Expected Results:
Not seeing an error message.
Actual Results:
I do get an error message.
Does the problem occur:
Every time? Or how often?
In other games?
In other user accounts?
On other computers?
I've only noticed it when remotely connected to the server. It also tends to happen when the game is lagging.
When does the problem NOT occur?
Did the problem NOT occur in any earlier versions? If so, what was the last version that worked? (Visit http://www.byond.com/download/build to download old versions for testing.)
I've seen it in all recent versions.
Workarounds:
None that I know of. I'd at least like a way to suppress the error message because it clutters the chat log and is not meaningful to users.
ID:110857
![]() Mar 16 2011, 3:17 am
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Resolved
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![]() Mar 21 2011, 7:26 am
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Any ideas?
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"The following is not valid" is actually part of the client, and it means those commands aren't being sent to the server at all because the client can't parse them properly due to the verb or an object not being accessible. Actually server lag should have nothing to do with this, since the client is acting on its own knowledge of what's accessible or not. If a verb/object only becomes inaccessible by the time the command reaches the server, the command will just fail silently.
I'm not sure there's really any bug here, unless the command it's complaining about is always supposed to be accessible (like if it's a mob or client verb with no set src line). I'd have to see the basic structure of the verb to know for sure. KeyDown doesn't sound like the kind of thing you'd make only selectively accessible though. |
Right, there's no code at all that ever adds or removes the verb. The player never changes mobs, so there's no chance of controlling a mob that doesn't have the verb. I'm certain this is a bug.
I've only noticed it happening when connected to a remote server so I'm not sure I can put a demo together for this. It would be nice to have a way to suppress these messages. I can imagine these messages being useful in games where the client types in commands, but the KeyDown verb is called by a macro - saying that the verb isn't accessible means nothing to the user. |
I think you're right, a skin-enabled macro shouldn't be outputting error messages. But I'd definitely like to figure out why the message is happening in the first place--the verb should always be available unless this is happening because of commands queuing up too much.
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It also sets the value of the input text box to 'KeyDown "x' when this happens, which isn't desirable either because its a macro, not a typed command. It just causes problems when the user wants to enter a chat message. This isn't exactly a bug, I'm sure this behavior is intentional, it just doesn't make sense in this situation.
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I think I may have a lead on this. I believe what's happening is that the verb isn't recognized while the mob is in an indeterminate state. I can't tell yet if that's because of a general map update or a change to the mob's underlying appearance info, but I may have a fix. It would help to know what else is being done to the mob or the map, if this only happens during major map changes, etc.
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I have a two-pronged fix that should take care of this. Although I am unable to reproduce the exact circumstances of the issue I'm marking it resolved as I believe the new code will eliminate the problem entirely.
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It would help to know what else is being done to the mob or the map, if this only happens during major map changes, etc. I'm not sure what you mean by this. When I've noticed this it tends to be at times when the game is lagging. I've only noticed this in A Miner Adventure - there's often a lot going on: updating mob locations and pixel offsets, updating icon states for objects to create lighting effects, flowing water, etc. Most of the stuff doesn't involve the mob, but I'm not sure what you're looking for. I don't know of any circumstances that were guaranteed to reproduce the bug, but it would happen often enough that I should be able to let you know whether or not the next BYOND update fixes it. |
Lummox JR wrote:
I have a two-pronged fix that should take care of this. Although I am unable to reproduce the exact circumstances of the issue I'm marking it resolved as I believe the new code will eliminate the problem entirely. I don't believe this is fixed, see: http://www.byond.com/forum/?post=1110849 |