Client rewrite β-testing

Announcements about major changes in Haven & Hearth.

Re: Client rewrite β-testing

Postby Artemiswhb » Mon May 25, 2020 9:32 pm

Loftar, your latest changes to the render branch broke the play button in Charlist :)

return true blocks the children from getting a mousedown event
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Re: Client rewrite β-testing

Postby At0m » Mon Jun 01, 2020 9:22 pm

Crash every time i try to login.
java.lang.RuntimeException: haven.render.gl.BGL$BGLException: java.lang.RuntimeException: FBO failed completeness test: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:206)
at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)
at javax.media.opengl.Threading.invoke(Threading.java:191)
at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:528)
at haven.JOGLPanel.uglyjoglhack(JOGLPanel.java:256)
at haven.JOGLPanel.renderloop(JOGLPanel.java:277)
at java.lang.Thread.run(Unknown Source)
Caused by: haven.render.gl.BGL$BGLException: java.lang.RuntimeException: FBO failed completeness test: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
at haven.render.gl.BufferBGL.run(BufferBGL.java:51)
at haven.render.gl.GLEnvironment.process(GLEnvironment.java:270)
at haven.JOGLPanel.redraw(JOGLPanel.java:165)
at haven.JOGLPanel.access$000(JOGLPanel.java:39)
at haven.JOGLPanel$1.display(JOGLPanel.java:76)
at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:649)
at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:633)
at javax.media.opengl.awt.GLCanvas$9.run(GLCanvas.java:1271)
at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1103)
at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:978)
at javax.media.opengl.awt.GLCanvas$10.run(GLCanvas.java:1282)
at java.awt.event.InvocationEvent.dispatch(Unknown Source)
at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
at java.awt.EventQueue.access$500(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.awt.EventQueue$3.run(Unknown Source)
at java.security.AccessController.doPrivileged(Native Method)
at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
at java.awt.EventQueue.dispatchEvent(Unknown Source)
at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: java.lang.RuntimeException: FBO failed completeness test: GL_FRAMEBUFFER_INCOMPLETE_DRAW_BUFFER
at haven.render.gl.GLFrameBuffer.lambda$null$0(GLFrameBuffer.java:68)
at haven.render.gl.BGL$4.run(BGL.java:112)
at haven.render.gl.BufferBGL.run(BufferBGL.java:49)
... 24 more
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Re: Client rewrite β-testing

Postby boshaw » Tue Jun 02, 2020 1:08 pm

I'm guessing this is known but Party arrows are always on right side of screen since `screenangle` always returns 0 now. :oops:
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Re: Client rewrite β-testing

Postby Austinh15 » Wed Jun 03, 2020 8:42 pm

Given the performance boost I've personally seen, I'm making a comment to follow up on the increase of the light cap. Is the decision of the current light source cap based on protecting performance or is it something else? And if it is based on performance: Will there be a chance that the cap will be increased given the better performance the client seems to provide? Most of the villages I build are quite compact and I tend to try and make them look more city-like, including lanterns so this is why I'm asking. :D
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Re: Client rewrite β-testing

Postby shubla » Thu Jun 04, 2020 12:22 am

Austinh15 wrote:Given the performance boost I've personally seen, I'm making a comment to follow up on the increase of the light cap. Is the decision of the current light source cap based on protecting performance or is it something else? And if it is based on performance: Will there be a chance that the cap will be increased given the better performance the client seems to provide? Most of the villages I build are quite compact and I tend to try and make them look more city-like, including lanterns so this is why I'm asking. :D

Adding light sources quickly brings the performance down is my guess.
Adding them requires recompiling shaders at least, etc. I'm not sure how HnH handles light exactly,
but maybe bunch of shaders could be compiled for many light sources (like from 1 to 3-5 or so) and the user could then choose how many he wants to use which would then swap the shaders that are being used.
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Re: Client rewrite β-testing

Postby LostJustice » Tue Jun 09, 2020 8:18 pm

Tried running the client and getting weird crashes on the login screen. Tried building the client from Git and I get no crash but can only see 1/4th the screen and it is frozen. If I run the jar given in announcement I get the error below.
Running most up to date Nvidia 2080 rtx ti if that helps.
Code: Select all
java.lang.RuntimeException: haven.render.gl.BGL$BGLException: haven.render.gl.GLException$GLInvalidOperationException: GL Error: 1282 (invalid operation)
   at com.jogamp.common.util.awt.AWTEDTExecutor.invoke(AWTEDTExecutor.java:58)
   at jogamp.opengl.awt.AWTThreadingPlugin.invokeOnOpenGLThread(AWTThreadingPlugin.java:103)
   at jogamp.opengl.ThreadingImpl.invokeOnOpenGLThread(ThreadingImpl.java:206)
   at javax.media.opengl.Threading.invokeOnOpenGLThread(Threading.java:172)
   at javax.media.opengl.Threading.invoke(Threading.java:191)
   at javax.media.opengl.awt.GLCanvas.display(GLCanvas.java:528)
   at haven.JOGLPanel.uglyjoglhack(JOGLPanel.java:256)
   at haven.JOGLPanel.renderloop(JOGLPanel.java:277)
   at java.lang.Thread.run(Unknown Source)
Caused by: haven.render.gl.BGL$BGLException: haven.render.gl.GLException$GLInvalidOperationException: GL Error: 1282 (invalid operation)
   at haven.render.gl.GLEnvironment.process(GLEnvironment.java:288)
   at haven.JOGLPanel.redraw(JOGLPanel.java:165)
   at haven.JOGLPanel.access$000(JOGLPanel.java:39)
   at haven.JOGLPanel$1.display(JOGLPanel.java:76)
   at jogamp.opengl.GLDrawableHelper.displayImpl(GLDrawableHelper.java:649)
   at jogamp.opengl.GLDrawableHelper.display(GLDrawableHelper.java:633)
   at javax.media.opengl.awt.GLCanvas$9.run(GLCanvas.java:1271)
   at jogamp.opengl.GLDrawableHelper.invokeGLImpl(GLDrawableHelper.java:1103)
   at jogamp.opengl.GLDrawableHelper.invokeGL(GLDrawableHelper.java:978)
   at javax.media.opengl.awt.GLCanvas$10.run(GLCanvas.java:1282)
   at java.awt.event.InvocationEvent.dispatch(Unknown Source)
   at java.awt.EventQueue.dispatchEventImpl(Unknown Source)
   at java.awt.EventQueue.access$500(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.awt.EventQueue$3.run(Unknown Source)
   at java.security.AccessController.doPrivileged(Native Method)
   at java.security.ProtectionDomain$JavaSecurityAccessImpl.doIntersectionPrivilege(Unknown Source)
   at java.awt.EventQueue.dispatchEvent(Unknown Source)
   at java.awt.EventDispatchThread.pumpOneEventForFilters(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForFilter(Unknown Source)
   at java.awt.EventDispatchThread.pumpEventsForHierarchy(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.pumpEvents(Unknown Source)
   at java.awt.EventDispatchThread.run(Unknown Source)
Caused by: haven.render.gl.GLException$GLInvalidOperationException: GL Error: 1282 (invalid operation)
   at haven.render.gl.GLException.glexcfor(GLException.java:88)
   at haven.render.gl.GLException.checkfor(GLException.java:97)
   at haven.render.gl.GLException.checkfor(GLException.java:104)
   at haven.render.gl.GLEnvironment.process(GLEnvironment.java:286)
   ... 23 more


Edit**

Managed to get it working. I downloaded the source and patched it sort of... I am now able to continue as is. This was the fix I used:

Code: Select all
    private void uglyjoglhack() throws InterruptedException {
   try {
       display();
   }
   catch (RuntimeException e) {
      System.out.println("Failed to do jogl hack. Trying again...");
      uglyjoglhack();
//       InterruptedException irq = Utils.hascause(e, InterruptedException.class);
//       if(irq != null)
//      throw(irq);
//       throw(e);
   }
    }


It seems there is a race condition issue where the display is not ready to be called when that method is ran.
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Re: Client rewrite β-testing

Postby loftar » Sun Jun 14, 2020 6:48 pm

With the help of boshaw sending me debug data, I'm hoping that I finally have a fix to objects not getting removed properly (and hopefully sometimes also not drawing, which I'm assuming is the other side of the same coin), but since I still can't reproduce the issue, anyone can please feel free to prove me wrong.
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Re: Client rewrite β-testing

Postby vatas » Mon Jun 15, 2020 9:26 am

Current version appears to have a significant improvement to one I tried a while ago, in that it actually launches, allows me to log in and move around in the game world(*). Everything was quite smooth until music started playing and it was laggy-stutterish as hell. Clearly, the default "audiobuf" value needs to be raised.

(*) On second thought, this may be result of me having recently switched over to win7 to win10.
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Re: Client rewrite β-testing

Postby Glorthan » Tue Jun 16, 2020 2:17 am

I also had the audiobuf issue and I've never experienced it on any client before.
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Re: Client rewrite β-testing

Postby Teacwr » Wed Jun 17, 2020 10:32 am

About audio: i still have issue with multiple alerts playing at once - Walruses and Wolves is most notable ones. Sound value of multiple samples playing at once is summarized and loud AF (RIP headphone users levels of loudness).
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