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Kaldra

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Posts posted by Kaldra

  1. 6 minutes ago, fiki574 said:

    API breaking changes have been made to Leaderboards, check out the changes and update accordingly: https://github.com/fiki574/Skylords-Reborn-API-UI/blob/master/Leaderboards/README.md#leaderboards-api

    This week I plan on updating Auctions, so next Wednesday expect an API breaking changes/updates to the Auctions as well.

    Sometimes I want to look at the leaderboards in the web, and it tells me, that the backend is currently caching which can take up to 10min. Would it be possible, to keep the old index up while caching is done and only replace it with the new one?

    Instead of deleting first and not having any data for 10min?

  2. I tried to play my old map "Random Unit" today. Everything worked for quite some time, but then a crash occured for all players.

    My guess is, that it tried to spawn a unit for which the id isnt valid anymore.

    How can I find out, if that is indeed the case and what changed with the ids?

    According to the mapscript, those unit ids are used:

    local unit_id = {255, 287, 289, 290, 302, 304, 364, 374, 379, 380, 386, 387, 388, 402, 405, 407, 408, 413, 414, 415, 417, 418, 419, 420, 421, 426, 431, 434, 443, 444, 507, 526, 527, 529, 534, 548, 549, 550, 552, 560, 561, 562, 563, 564, 661, 664, 677, 682, 683, 703, 707, 708, 709, 718, 719, 720, 778, 784, 786, 1021, 1029, 1030, 1031, 1032, 1033, 1034, 1035, 1117, 1119, 1120, 1124, 1128, 1171, 1183, 1193, 1194, 1195, 1196, 1198, 1199, 1200, 1201, 1202, 1203, 1219, 1220, 1225, 1226, 1227, 1228, 1235, 1238, 1289, 1240, 1262, 1263, 1264, 1265, 1267, 1274, 1275, 1276, 1277, 1278, 1279, 1286, 1293, 1296, 1297, 1299, 1300, 1316, 1317, 1318, 1319, 1325, 1327, 1330, 1331, 1333, 1624, 1544, 1343, 1344, 1345, 1346, 1347, 1348, 1361, 1375, 1382, 1385, 1391, 1409, 1410, 1411, 1413, 1414, 1415, 1428, 1429, 1416, 1434, 1436, 1438, 1442, 1443, 1449, 1450, 1451, 1465, 1472, 1474, 1477, 1482, 1484, 1487, 1489, 1505, 1531, 1532, 1533, 1538, 1540, 1544, 1545, 1555, 1558, 1561, 1562, 1563, 1564, 1565, 1567, 1573, 1574, 1585, 1607, 1624}

     

    Last lines of log file, where the error occured:

        20:45:46.763 DEBUG 14588 from_server::game::GameMessage_AnnounceCommandNotification:8
    received msg: 0x5:b AnnounceCommandNotification { match_id: 66209, sequence_number: 5087, step: 4065, command: GroupAttack { player: 332, squads: [1274], target: CGdTarget { version: 1, targets: [Target { category: 1, sub_category: 0, uid: 1258, x: 202.84523, y: 176.96764 }] }, force_attack: 0 } }
        20:45:46.763 DEBUG 14588 from_server::game::GameMessage_AnnounceCommandNotification:8
    received msg: 0x5:b AnnounceCommandNotification { match_id: 66209, sequence_number: 5088, step: 4065, command: GroupGoto { player: 330, squads: [1278], positions: [(181.85175, 178.59972)], walk_mode: 2, run_or_orientation: 1, orientation: 0.0 } }
        20:45:47.008 ERROR 17108 proxy::logging:74
    src="SYS" message="d:\\project\\battleforge\\release\\beta\\code\\gd\\GdEntity.h\n[351]\n: error: Assertion failed!\n\n\nMessage: invalid call, no jobmanager\n"
        20:45:53.303 DEBUG 14588 from_server::game::GameMessage_PlayerLeftGameNotification:8
    received msg: 0x5:7 PlayerLeftGameNotification { match_id: 66209, sequence_number: 5155, player: 4537, map_cluster: 0 }
        20:45:53.364 DEBUG 14588 from_server::game::GameMessage_AnnounceCommandNotification:8
    received msg: 0x5:b AnnounceCommandNotification { match_id: 66209, sequence_number: 5156, step: 4131, command: PlayerSurrender { player: 333 } }
        20:45:57.671 INFO 17108 proxy::networking::connect:280
    destroying
        20:45:57.671 INFO 17108 proxy::networking::open_ssl_wrapper:157
    disconnecting
        20:45:57.671 DEBUG 14588 proxy::networking::connect:389
    sf; target="threading::forge_send_messages_to_server"
        20:45:57.671 ERROR 14588 proxy::networking::connect:395
    FP->S no msg
        20:45:57.672 INFO 17108 proxy::networking::open_ssl_wrapper:172
    disconnected
        20:45:57.672 ERROR 14588 proxy::networking::connect:375
    P->BF no msg
        20:45:57.672 INFO 17108 proxy::networking::connect:282
    destroyed
        20:45:57.672 ERROR 14588 proxy::networking::connect:541
    MP->S no msg
        20:45:57.682 INFO 17108 proxy::logging:72
    src="PREGAME" message="CharacterRemote deletion."
        20:45:57.749 ERROR 17108 proxy::logging:74
    src="BASE" message="Unhandled exception error. Crash dump written."
        20:45:57.749 ERROR 17108 proxy::logging:74
    src="BASE" message=""

  3. 55 minutes ago, fiki574 said:

    No such player-specific API for now.

    Ladders are with reason capped at 200 players: a) to match the ingame leaderboards and b) not to kill our database, because the current queries take almost 20 full minutes to execute and load data.

    I understand. That's really interesting, I'm curious what database and structure it's running on?

    For ladder/API purposes an elastic search cluster with already processed data might be a good solution. But I understand that ressources and time are limited - I wanted to work on the replay archive site for weeks, and didn't get to do it.

  4. Would it be possible to get an API for player profiles? I'm mostly interested in something like playerId, playerName, pvpRank, pvpElo and pveRank. Would be really cool to have this information for the replay sharing site. Also a lader with more than the top 200 players would be possible and nice.

  5. 14 minutes ago, Ladadoos said:

    Alongside the replay files we keep track in a database metadata about each match: who played, what cards used how many times at what upgrade and charge (aka decks used), what map, when played, how long, what reward distribution mode, result of the match, the difficulty, ranked or not, who was the leader, who went AFK, gold chests opened per player etc. We have over 1.1 million replays since release.

    As of now replays are used for anti-cheat purposes (which fiki has been working on). A replay managing/sharing interface is a long-term goal, but no guarantees on that.

    Okay, so for a replay archive and stats tracking site like in this post: 

    for now we need to rely on manual upload by players, correct?

  6. 8 hours ago, fiki574 said:

    They server-sided replay generator is done since long time ago. Every match replay gets stored on the server, each of the replay is about few KBs big so it won't take too much space.

    Oh that’s super interesting. Do you do anything with those replays as of yet? Like can people browse this replay database to watch replays? Or track stats from it?

    Since I’m pvp player I’m super interested in getting statistics like winrates for factions or even certain cards. And if you have all the matchdata available in the replay format, it would be very easy to generate those statistics.

    Zappyx likes this
  7. On 1/26/2021 at 2:36 PM, Fushur said:

    Hey, found this post by searching for Replays, since i wanted to study some matches, and just wanted to ask if the project still exists or if it died over the last 2 years?

     

    Take a look here: 

     

    On 1/10/2019 at 11:34 AM, fiki574 said:

    Hey. I like this idea generally, however somehow dislike the manual upload process. In the recent months, Kubik and Blank finished our own server-sided replay generator that behaves exactly the same as the client one does. I'll see what can be done with this, maybe we can create an API that will allow you to query the generated replays and upload them automatically to the website. However, don't take this as a promise, just as a possibility in the future, if (of course) we agree upon this internally. If not, you'll have to resort to manual uploads and player submission, just like you originally thought of.

    First time I read about this. Did you finish it? Do you plan on saving EVERY game server-side and have a complete match archive? Sounds like it would take a lot of space.

  8. I'm not quite sure, if this is a bug or intended behavior. But I can only reroll the new quests from today, not the ones from yesterday. In other games you usually can reroll any quest, not just the new ones. Or is this a special case, since I switched my quest pool from PvP to PvE yesterday?

     

    grafik.thumb.png.ba29333c079ebd3249c2ffa0770e6768.png

  9. 22 minutes ago, Zyna said:

    Sounds like you are losing the connection to the game server. This is not an issue on our end. Try playing with a VPN, that usually helps with those kinds of disconnects.

    I experienced freezes in PvP matches yesterday too. My internet connection should not be the problem. Do I get lags when my opponents connection has problems? Or could it be a server-side issue? I remember those micro freezes from the official battleforge back in the day as well...

    Any tests that we can do?

  10. Uhh, that's really really cool. I was just thinking about creating a new replay website which automatically parses player names, map, orbs and winner from the file. On bfcards.info you had to manually put those information in.

    How exactly does the parser work? How is the replay encoded?

    Because I wouldn't want to use Java for the website, rather write my own. :)

  11. A few of my funmaps in the needed .pak format.

    Put those into the ../Documents/BattleForge/Map folder to be able to select them in game. If you don't have a folder called 'Map' in your BattleForge directory simply create it.

    Maps included:

    • Spellfight
    • Random Unit 3vs3
    • Survive Singleplayer
    • Survive PvP
    • Racetrack
    • Twilight Isle
    • Master Labyrinth

    Download:

    https://www.dropbox.com/s/7i2vlo55utg1r74/KaldrasFunmaps.zip?dl=0

    Treim, Fraxx, Metagross31 and 7 others like this
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