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Radios break in various ways - can't hear or be heard #1163
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RPT has duplicate ID warnings. Since you point out it happens after respawn, your respawn script probably assigns the radio with same ID, resulting in a duplicate radio. Respawn loadout should give base radios. Share a mission where that happened. It would also be good to have RPT of the one that couldn't talk and describe in detail when it started happening and for who. |
Yeah I thought it might be the duplicate radio IDs. Now since I am not a mission maker myself, I had no clue about the respawn script, however that put me on track, now I know where to start. I'm gonna ask the mission maker about it and see where that gets me. |
New info, we use native ACE script, so that is maybe at fault? |
@simon-horny Somehow missed this. What do you mean with "native ACE script"? |
It is an option in addon options, ACE Respawn, Save gear, |
I don't believe that does any filtering, so yes, it could be it. |
@simon-horny Have you by any chance tried without ACE's Save Gear? |
We also experience this issue a lot lately after not having had serious ACRE issues for months. |
We got exactly the same issue |
@simon-horny not sure why my username got mentioned here; I don't even know what this is. Could you edit it out of the original post so I stop getting emails about this issue? Thanks. |
On the right side there shoudl be a Notifications section, click on unsubscribe |
Some ppl, like OP, don't realize that GitHub uses |
apologies for reviving an older bug thread. Is there a way to force assign a new radio ID on respawn while still using the ace respawn? My thoughts were running
in the onPlayerRespawn.sqf. I'm more than happy to come back with a working solution. Just not sure what calls are available for ACRE and the website documentation doesn't include this as an option. |
You should never assign radio IDs manually. This will cause multiple radios with duplicate IDs to exist in the mission and screw thigns up. Your respawn script should only ever assign radios with no ID, then the server will automatically assign an unused ID. If your respawn script is giving you a new radio with the ID of an existing radio, then you should filter your respawn script using |
We had a particularly bad case last op, judging from the logs. Enclosed is the server log and the logs of the two players that were impacted most severely, according to the acre error messages. Both of them experienced pipe errors and connection issues around the time the communication outages started. Hope that helps and let me know if I can provide more context. |
Did someone take a look at those logs already? |
@TACHarsis Apologies for getting back to this so late, but I did look at the logs. Relevant bits I found:
That error is definitely at least part of the problem here. Server is basically garbage collecting "active" radios (active for clients, gone for server). It looks like you are also adding radios with their IDs, or some other form of loadout/inventory breaking. Client Jaiden also has some worrying messages in the plugin logs:
This could result in issues such as per-ear playback and similar, in most cases it is fine though. |
Just to add a little more information here so it doesn't get lost in Discord. Last nights Zeus mission we had the issue maybe 20 mins into the mission (even before anyone had died or respawned), and then later on people having the issue found their radios would come right, then fail again. Also for the record we I don't have any radio pre-assignment or use any of the ACRE functions to set things up. |
Had this happen a while ago, for the first time. Or at least same symptoms. Got an error from the extension callback added in this PR. Sadly game decided to overwrite RPT (*), but it was something about invalid callback variable in I didn't receive anything on any radio until I restarted the game. Just relogging back to lobby and back into the game gave me the error in At the same time, Arma decided to give me a major inventory desync as half of my stuff wasn't even visible to the server (our persistence system on server didn't see it). I believe this is where the error originated from.
All this tells me is that inventory desync in Arma itself is still problematic, after a whole decade. |
I finally encountered this bug this past Monday while Zeusing in a mission, so at least I could spawn a radio crate to try to resolve those issues. I was also recording so I can now trace what happened to the logs, fwiw... It appears I was the only one it affected, it occurred spontaneously 40 minutes into the mission and resolved itself 52 minutes in seemingly on its own, having changed radios multiple times in between. Only radio communication was interrupted, apparently I was heard but could not receive anyone, except for a single communication 47 minutes in right after having changed channel. We were running our fork of ACRE2, specifically the Log files from myself and the server. Analysis of events, timestamps are in local time, corresponding to the logs: Until then, everything worked as expected, I had my PRC-117F set to Ch1 for platoon-level comms and a PRC-152 on Ch2 to monitor comms within Alpha Squad. 22:37:19 - Last known communication on Ch1 received from Alpha-SL before bug's occurrence. 22:37:47 - While talking in direct chat to Delta-SL, he starts transmitting on Ch1 but I notice that I'm not receiving despite being next to him. 22:38:20 - Both Delta-SL and a squad member who carries a PRC-152 do a check on Ch1, they are received by other SLs further away but not by me. 22:38:33 - I do a check on Ch1 but nobody receives my transmission. From here i TP away to troubleshoot, staying within radio range of any Ch1 and Ch2 transmitters. 22:40:29 - I edit my loadout, entering the ACE Arsenal and remove my PRC-117F, at that point I was carrying 22:42:23 - SLs apparently could hear me, but I didn't receive them at all. At this point I spawn a standard ACRE radio crate and drop all my radios to the ground, then take a fresh PRC-117F and PRC-152 from the crate. 22:43:35 - I finally overhear a "send traffic" communication from Bravo-SL, but that only confirms that I'm not hearing the previous or following communication from Alpha-SL. 22:44:29 - Out of curiosity I set my PRC-152 (ID 18) to Ch2, immediately I start receiving traffic between Alpha's FTLs and SL without apparent issues. 22:47:00 - I set my newest PRC-152 from Ch2 to Ch1, to check if it works and Alpha is just not speaking, it still doesn't. 22:48:09 - I place my Zeus camera next to a few guys and overhear their direct voice convo, then open the ace medical menu of a nearby casualty from the Zeus interface (a feature of 22:48:41 - One of the few guys from before starts a transmission on Ch1, which I again fail to receive. 22:50:09 - I suddenly start receiving platoon-level Ch1 comms from multiple squad leaders again, this applies to both my PRC-152s as I hear double "clicks" at the end of transmissions. I hope this can help, unfortunately the logs don't really seem to be outputting much information. |
Is there some debug flag that I could enable in a component (my community uses a Fork) to get better log info when this happens again? |
You can enable We've pretty much established it's not signal calculation issue itself, as map visualization debug tool would show that. Large suspect at the moment is something in the pipeline getting clogged, likely between the game and the extension. I am not finding time for it, but the proper way to debug this at this point would be to add some extension buffer metrics we could look at at the time of failure. This requires someone to dive into C++ extensions as well as SQF. I am however available to "release" debug builds with as much additional debug metrics included as possible, or even with "assumption fixes" (or best guesses of what could be wrong). |
That's our observation as well, comms break despite being right next to players who don't have any issues receiving or being heard by a third party.
Would gladly use those changes in our fork to do medium-large scale testing 👍🏻 |
I tried to play with my unit we switched from TFAR to ACRE to test it out and the first thing we encountered was this. We use a custom loadout system where there are ACE action that use we had issues with player joining later even a few minutes in the mission that were not able to ear previously joined player but could speak to them. after a while when everyone joined i made everyone reset their loadout and the problem was kinda fixed some later joining user had the same issue that they could not ear no one but could transmit to the others.| this is the code that setup the radio presets to every side for the player this code is executed from every player on join after a then there is a switch case that filters by side on join call ["ACRE_PRC152", "default", "GEN_Corto_west"] call acre_api_fnc_copyPreset; //bluefor
["ACRE_PRC152", "default2", "GEN_Corto_east"] call acre_api_fnc_copyPreset; //opfor
["ACRE_PRC152", "default3", "GEN_Corto_resistance"] call acre_api_fnc_copyPreset; //indipendent
["ACRE_PRC152", "default4", "GEN_Corto_civilian"] call acre_api_fnc_copyPreset; //civilian
{
["ACRE_PRC152", _x#0, _x#1, "description", _x#2] call acre_api_fnc_setPresetChannelField;
} forEach [
//bluefor
["GEN_Corto_west", 1, "VK 1.1"],
["GEN_Corto_west", 2, "VK 1.2"],
["GEN_Corto_west", 3, "VK 1.3"],
["GEN_Corto_west", 4, "VK 1.4"],
["GEN_Corto_west", 5, "VIKING"],
["GEN_Corto_west", 6, "SPARTAN"],
["GEN_Corto_west", 7, "KITE"],
["GEN_Corto_west", 8, "WARPIG"],
["GEN_Corto_west", 9, "ATHENA"],
["GEN_Corto_west", 10, "AGG 1"],
["GEN_Corto_west", 11, "AGG 2"],
["GEN_Corto_west", 12, "AGG 3"],
//opfor
["GEN_Corto_east", 1, "VK 1.1"],
["GEN_Corto_east", 2, "VK 1.2"],
["GEN_Corto_east", 3, "VK 1.3"],
["GEN_Corto_east", 4, "VK 1.4"],
["GEN_Corto_east", 5, "VIKING"],
["GEN_Corto_east", 6, "SPARTAN"],
["GEN_Corto_east", 7, "KITE"],
["GEN_Corto_east", 8, "WARPIG"],
["GEN_Corto_east", 9, "ATHENA"],
["GEN_Corto_east", 10, "AGG 1"],
["GEN_Corto_east", 11, "AGG 2"],
["GEN_Corto_east", 12, "AGG 3"],
//indipendent
["GEN_Corto_resistance", 1, "VK 1.1"],
["GEN_Corto_resistance", 2, "VK 1.2"],
["GEN_Corto_resistance", 3, "VK 1.3"],
["GEN_Corto_resistance", 4, "VK 1.4"],
["GEN_Corto_resistance", 5, "VIKING"],
["GEN_Corto_resistance", 6, "SPARTAN"],
["GEN_Corto_resistance", 7, "KITE"],
["GEN_Corto_resistance", 8, "WARPIG"],
["GEN_Corto_resistance", 9, "ATHENA"],
["GEN_Corto_resistance", 10, "AGG 1"],
["GEN_Corto_resistance", 11, "AGG 2"],
["GEN_Corto_resistance", 12, "AGG 3"],
//civilian
["GEN_Corto_civilian", 1, "VK 1.1"],
["GEN_Corto_civilian", 2, "VK 1.2"],
["GEN_Corto_civilian", 3, "VK 1.3"],
["GEN_Corto_civilian", 4, "VK 1.4"],
["GEN_Corto_civilian", 5, "VIKING"],
["GEN_Corto_civilian", 6, "SPARTAN"],
["GEN_Corto_civilian", 7, "KITE"],
["GEN_Corto_civilian", 8, "WARPIG"],
["GEN_Corto_civilian", 9, "ATHENA"],
["GEN_Corto_civilian", 10, "AGG 1"],
["GEN_Corto_civilian", 11, "AGG 2"],
["GEN_Corto_civilian", 12, "AGG 3"]
]; ill try the same mission without using the copy preset Did someone had time to look at this issue there is any news about it? thanks |
Mods (complete and add to the following information):
2.06.148221 stable
3.x.x - latest from workshop
2.9.1.1045
(sorry for format, can't be arsed to parse that)
edit: changed to code block
Description:
After playing for some time, gamebreaking behaviour occurs, we can hear each other over intercoms and direct voice, however some people report not being able to hear some people, from time to time one can be heard but will not get replies, as he's the one with broken radio, so generally speaking the materialisation of this bug is extremely chaotic. It really breaks my heart to let go of ACRE but mission is basically over once we have no comms. Hopefully this bug report will be dealt with and if there are other people with the same issue, it might help them.
Steps to reproduce:
It's extremely difficult to pinpoint where the issue occurs exactly as... it just happens.
Expected behavior:
Radios to work.
Where did the issue occur?
Log Files:
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