View Issue Details

IDProjectCategoryLast Update
0003077AI War 1 / ClassicCrash/ExceptionMar 23, 2011 7:58 pm
ReporterFleet Assigned ToChris_McElligottPark  
Severitycrash 
Status resolvedResolutionfixed 
Product Version5.005 
Fixed in Version5.006 
Summary0003077: Desync
DescriptionHere is a save...I think the AI likes to do this when we are making progress in a game. Desync occurs on save loading, right after ally connects.
TagsNo tags attached.
Internal Weight

Relationships

related to 0002480 closedkeith.lamothe Multiplayer Connection Issues 
related to 0002460 resolvedChris_McElligottPark Unable to play multiplayer game. 
related to 0002546 resolvedChris_McElligottPark Scout Exporing -> Desynch 
related to 0002685 resolvedChris_McElligottPark Desync 

Activities

Fleet

Mar 21, 2011 4:12 pm

reporter  

Desync .sav (275,799 bytes)

Chris_McElligottPark

Mar 21, 2011 4:20 pm

administrator   ~0011188

Hmm, once again I cannot duplicate... very odd.

Can you each post your desync logs, and a savegame from each computer right after the desync occurs? That would allow us to see what is different, at least, which ought to be super handy since this one desyncs so instantaneously for you.

You both had started AI War fresh before getting into this game, yes?

Tssbackus

Mar 21, 2011 4:20 pm

reporter  

Tom Ed coop.sav (275,923 bytes)

Fleet

Mar 21, 2011 4:21 pm

reporter  

DesyncErrors.txt (514 bytes)   
3/21/2011 1:10:06 PM (5.005)
-----------------------------------
Tss Desync Error-----------------------------------
Tss Sent: P0 Sc431363 Sh1235 En21800 Cr4095995904 Ma2882528368 Kn9992 : P1 Sc384588 Sh2526 En-50334 Cr3968410246 Ma2110946425 Kn6000 : P8 Sc677203 Sh3487 : P9 Sc699577 Sh3628 : Rd837150552
Tss Should Have Been: P0 Sc431363 Sh1235 En21800 Cr4095995904 Ma2882528368 Kn9992 : P1 Sc384588 Sh2527 En-50334 Cr3968410246 Ma2110946425 Kn6000 : P8 Sc677203 Sh3487 : P9 Sc699577 Sh3627 : Rd837150552

DesyncErrors.txt (514 bytes)   

Fleet

Mar 21, 2011 4:26 pm

reporter   ~0011189

My ally reports no desync file in his folder.

I am pretty sure we both started the program fresh.

Chris_McElligottPark

Mar 21, 2011 4:30 pm

administrator   ~0011190

Okay, actually, I forgot the desync log is on the server over -- but that was useful, thanks. The difference is that the second AI player had one fewer ships on the Tss machine compared to yours, so something either wasn't created or was destroyed.

Is the original Desync.sav file from right after the desync, or from before it? Do you still desync when you load that one? If not, do you have the savegame that you are instantly desyncing with? There should be two saves of relevance from the host, the before and after save, and just an after from the client.

Fleet

Mar 21, 2011 4:34 pm

reporter   ~0011191

My ally's internet is blacking out...we will get extra saves uploaded when it returns, and test the current save again.

My save is from after the desync...I'll check with my ally and get it sorted out, and get some more descriptive file names to clear things up.

Chris_McElligottPark

Mar 21, 2011 4:36 pm

administrator   ~0011192

Okay -- thanks. So that might be why I can't duplicate it, then. If you also have the save from right before the save, that would be ideal. Having a save that would reliably desync on load is like a dream come true for me -- the next best thing to having no desync at all. ;)

Fleet

Mar 21, 2011 4:38 pm

reporter  

Fleet before desync.sav (279,823 bytes)

Fleet

Mar 21, 2011 4:40 pm

reporter   ~0011193

I've uploaded my save file they i loaded, he connected to me, then the desync. Right now he actually cannot connect at all, to my loaded save game, or when i'm hosting lobby. Stops at 0%, think his internet is still down.

Chris_McElligottPark

Mar 21, 2011 5:15 pm

administrator   ~0011196

VICTOLY!

I got the desync, just after loading up that first save. Thanks very much, that's all we need to finally hunt this one down. And it proves that at least this one isn't related to your specific machines, or any sort of setting files, or anything like that. Very, very, excellent.

Will post back when I have updated news on this, it might be late tonight or else tomorrow. I have what I need now, but it's still really tricky to hunt down. Thanks for your ongoing patience and help with this -- I'm super excited to finally have a break in this case, so that hopefully this can be the end of the desyncs for you guys!

Fleet

Mar 21, 2011 5:28 pm

reporter   ~0011198

Thanks so so much. No rush on the fix, I know your super busy with your shiny new project, in addition to maintaining AI and Tidalis.

VICTOLY AT LAST!

Chris_McElligottPark

Mar 21, 2011 5:31 pm

administrator   ~0011199

Indeed! And my pleasure.

Chris_McElligottPark

Mar 22, 2011 5:15 pm

administrator   ~0011231

Wow, this is a crazy desync. I haven't tracked it all the way down, but what I am finding is that it doesn't look single-point. There are no less than six planets with significant desyncs on them, and in the case of the client it winds up having this one engineer get shot that doesn't get shot on the server, as the AI is pulling out.

It's really quite odd. No idea what it is yet, but I am eliminating what it's _not_, which is something. I've got a nice thread to tug on here, though, so I'm just yanking away and seeing what unravels out of this evil sweater. ;)

TechSY730

Mar 22, 2011 5:19 pm

reporter   ~0011232

Last edited: Mar 22, 2011 5:19 pm

Jeez, I hope it isn't anything as severe as Unity or Mono not obeying their system independent guarantees in their APIs. Of course that is near worst case scenario, and I highly doubt it. But sometimes bugs are so obscure and hard to track down that you begin to wonder...

Chris_McElligottPark

Mar 22, 2011 5:20 pm

administrator   ~0011233

There is a 0% chance of that. I'm desyncing with two copies running on my one workstation.

Chris_McElligottPark

Mar 22, 2011 5:20 pm

administrator   ~0011234

But, that is something I had been worried about in the past with how nebulous this was with Fleet and Tss, though. It's only until I was able to reproduce this yesterday that I became positive that wasn't the issue.

Fleet

Mar 22, 2011 5:24 pm

reporter   ~0011235

Just throwing this in here, I saw some odd behavior with a data center, I think from this game. I used a penetrator to deep strike it, and shift-clicked back to my world. I then looked at other battle fronts. After a while, I tabbed to galaxy view, to look at where my penetrator was. Seeing several blinking planets from the data center planet, I knew it was making it back OK, and had hit the target some time ago, since it had time to retreat through several planets. I then clicked on the data-center-(less) planet, and for a moment the icon was still there. only now did I get a message that the AIP had dropped, and the icon disappeared. Odd...maybe it was put-off because the planet was in cold storage, or some-such, and was not processed until I brought it back into focus?

Chris_McElligottPark

Mar 22, 2011 5:30 pm

administrator   ~0011237

Hummm... that is really odd, yeah. I'll check into that, but I'm not sure what would cause that, as anything of the sort you describe is simulation-based, not visual-based.

TechSY730

Mar 22, 2011 5:34 pm

reporter   ~0011238

Last edited: Mar 22, 2011 5:34 pm

Doesn't cold storage stop once the player switches to that planet? If this is true, and there is indeed a bug with cold storage and death processing or something (a BIG if), could that explain how his actions (merely looking at a planet) that shouldn't change the simulation did, and maybe even certain types of desyncs?

Chris_McElligottPark

Mar 22, 2011 5:35 pm

administrator   ~0011239

That could explain that, actually, but it wouldn't cause a desync. The view stats it is checking are synchronous.

TechSY730

Mar 22, 2011 5:49 pm

reporter   ~0011240

Well, if you later do check into cold storage behavior, and find an issue, it could explain my long standing bug that I was ranting about a bunch a month or so back, 0002608.

Chris_McElligottPark

Mar 22, 2011 5:51 pm

administrator   ~0011241

That could all be one thing, yeah.

Chris_McElligottPark

Mar 22, 2011 6:22 pm

administrator   ~0011247

Well, I think I'm getting closer, anyway. It's either in the targeting or the positioning -- I suspect in the positioning.

I've ruled out that it has nothing to do with: AI eyes, the AI thread, or minor factions.

I've also traced the problem back to some targeting choices that the simulation is handling differently one one machine versus the other. Everything happens validly (but differently) after those initial different choices. What causes _those_ choices, in turn, I've yet to fully trace down to. But I'm getting closer!

TechSY730

Mar 22, 2011 6:26 pm

reporter   ~0011249

"Everything happens validly (but differently) after those initial different choices"

Don't you hate it when there is more than one valid answer for a problem, but you need consistency as well as correctness? A very interesting issue you got there, if for no other reason than from the formal computational problem solving angle.

Fleet

Mar 22, 2011 6:29 pm

reporter   ~0011250

x4000, have you considered writing a blog that details your endeavors in tracking down these bugs? I think there is some untapped ad revenue here.

TechSY730

Mar 22, 2011 6:30 pm

reporter   ~0011252

He does have a blog, but I'm not really sure how often he updates it with his "adventures" dealing with these tricky academic and practical computer science problems he runs across.

Chris_McElligottPark

Mar 22, 2011 7:42 pm

administrator   ~0011255

I do talk about them sometimes, but in terms of desyncs, I haven't written on that very extensively. It's a much more niche topic than what I usually do. I also intentionally don't keep ads on my blog, I just use it to build potential interest in Arcen and what we're doing (which has worked really well, actually, historically).

Chris_McElligottPark

Mar 22, 2011 8:07 pm

administrator   ~0011261

Well, a couple of collisions are happening out of order, and then things cascade into wrongness from there. Not sure yet why this is happening, but getting closer.

Chris_McElligottPark

Mar 22, 2011 8:19 pm

administrator   ~0011262

Now we're really getting somewhere: the performance throttling for collisions is having a different weighting between the two games for a viral shredder. Then the cascade that causes the different ordering is a result of this. Now to find out why the performance weighting is different...

Chris_McElligottPark

Mar 22, 2011 9:35 pm

administrator   ~0011270

Well, after extensive logging, the thread continues. The collision stuff is off because, initially, a single ship's position was off. The ship in question varies each time the game starts, I think. And it may be more than one ship, I can't tell cause from cause with the logging I've done so far.

On the downside, this means that there is something, somewhere else, that's causing this, and I have yet more hunting to do. On the bright side, it does mean that the collision checking logic is just fine, which is nice for Keith and I (being that we've examined that repeatedly and found nothing wrong with it).

TechSY730

Mar 22, 2011 9:38 pm

reporter   ~0011272

Ouch, it sounds like the problem is pretty deeply rooted. I mean, position of objects is kind of fundamental in, well, any game or simulation.

Chris_McElligottPark

Mar 22, 2011 9:39 pm

administrator   ~0011274

That doesn't have any bearing on how deeply rooted it is. Clearly this is a very obscure, NOT deeply rooted issue, given how rare it has been for most folks. There's some obscure code branch that is misbehaving and causing the location to shift, is all I mean. It's not like the location-setting code itself was broken, or everyone would be having problems. I'd thought there was something in the collision checking that was causing the location offsetting, but I now find that it's somewhere (unknown as yet) else.

TechSY730

Mar 22, 2011 9:42 pm

reporter   ~0011277

So that mean another fun round of sweeping the code base. yay :(

Chris_McElligottPark

Mar 22, 2011 9:44 pm

administrator   ~0011278

No, not at all. With a save in hand, there is no sweeping of any sort. It means logging, and then analyzing the logs, and then moving along the thread a bit further, and then repeating, until I find the root cause. It's not hard if you understand the specific codebase you're doing it for (and luckily, I do), it's just tedious and extraordinarily time consuming if there's a lot of links.

Chris_McElligottPark

Mar 22, 2011 9:46 pm

administrator  

AnalysisLogs.zip (4,131,584 bytes)

Chris_McElligottPark

Mar 22, 2011 9:48 pm

administrator   ~0011279

If you're curious, I uploaded the various logs so far -- the diffs between them are the relevant info. The 0 series is from instance 1, the 1 series from instance 2, all on the same PC, leading from save load up through the desync, but a separate desync per log pairing, so they don't line up in terms of ship indexes, etc. The desync is slightly different every time, because of the natural different random seeds every time you load a save.

TechSY730

Mar 22, 2011 9:49 pm

reporter   ~0011280

Last edited: Mar 22, 2011 9:49 pm

Well, I bet you're glad about that. ;)

Sweeping the code base called in a specific instance and reviewing the data the code was using via the logs seems much less work than an entire code sweep. Still not a small task, but certainly much smaller.

EDIT: I'll shut up for now so you can actually get to doing it, instead of talking about doing it. :D

Chris_McElligottPark

Mar 22, 2011 9:51 pm

administrator   ~0011281

Yes, it's an impossible task without a save to reproduce, which is why this has hung around for months for Fleet and Tss. With a save in hand I've still been at this for something like six hours today, and haven't finished yet. This is shaping up to be the most tricky desync I ever faced.

I didn't think anything would ever top the one that was based on which player was LOOKING at a force field when an enemy was spawned under it, but that one was found more quickly. A successful leap of intuition shortcutted that one, to be fair, though. So far I've had MANY leaps of intuition on this one, as has Keith, over the last months as well as just today, but none of them ultimately led anywhere.

TechSY730

Mar 22, 2011 9:52 pm

reporter   ~0011282

Good night!! How much slower does the game run when it has to log pretty much everything it does, including stuff in the inner loops?

Chris_McElligottPark

Mar 22, 2011 9:52 pm

administrator   ~0011283

I only talk while I'm waiting for the logs; the logging is so slow, sometimes, that it takes a minute or two to play two seconds of gametime, which is a lot of sitting there.

Chris_McElligottPark

Mar 22, 2011 9:53 pm

administrator   ~0011285

Incidentally, that's not everything it does -- it's just barely a fraction of it, just where I'm focusing my attention at the moment.

TechSY730

Mar 22, 2011 9:57 pm

reporter   ~0011286

2 minutes for 2 seconds of game time, 1 min per 1 second, 60 sec : 1 sec. 6000% time scaling (with 100% being the target). X_X

Chris_McElligottPark

Mar 22, 2011 9:58 pm

administrator   ~0011287

Disk access is slow.

Chris_McElligottPark

Mar 22, 2011 10:02 pm

administrator   ~0011288

Another break in the case! After doing the latest round of logs (each file was 32MB there, but incidentally it ran faster because it was writing much more per write call but having fewer write calls -- very interesting tidbit), I found this to be the culprit:

A:21608,ZenithViralShredderIV,-15337,1642 at System.Environment.get_StackTrace()
   at ForegroundObject.SetPosition(Int32 X, Int32 Y)
   at ForegroundObject.MovePlayerUnit(Boolean RecalculateFull, Boolean RecalcualteMiddling)
   at Game.RunOneCycleOfSimulation()
   at Game.RunNextCycle(Boolean DoRendering)
   at Game.RunFrame()
   at MainCameraLogic.FixedUpdate()

So, something about the movement logic about the viral shredders (or ships in general, possibly) is off. It's not collisions or targeting or anything like that. It's definitely originating in MovePlayerUnit, which is a _significant_ reduction in the search area. Also not somewhere I would have guessed to look, that stuff has been pretty bulletproof, traditionally. *rolls up sleeves*

TechSY730

Mar 22, 2011 10:13 pm

reporter   ~0011289

Last edited: Mar 22, 2011 10:13 pm

Aha, clearly the culprit is System.Environment.get_StackTrace()! Clearly, to ensure consistency, the call stack must never be accessed. ;D

Chris_McElligottPark

Mar 22, 2011 10:14 pm

administrator   ~0011290

That's part of the logging I'm doing, and not normally there, but I recognize the humor. ;)

TechSY730

Mar 22, 2011 10:24 pm

reporter   ~0011291

Last edited: Mar 22, 2011 10:27 pm

Yea, that is one downside of text based communication. It's hard to tell if you are making a stupid suggestion that leads to ludicrous results to be silly, or making a stupid suggestion that leads to ludicrous results because you are ignorant.

Chris_McElligottPark

Mar 22, 2011 10:27 pm

administrator   ~0011292

I could tell you were joking, but for anyone else following along I wanted to be clear.

Chris_McElligottPark

Mar 22, 2011 10:55 pm

administrator  

0Recalcs.zip (232,900 bytes)

Chris_McElligottPark

Mar 22, 2011 11:09 pm

administrator   ~0011294

Nailed. It. To. The. Wall.

After only... what has it been? 7 hours? 8? I lost track.

I uploaded 0Recalcs.zip for the curious, which includes the file logs that finally helped me figure out what the problem was for certain.

My next step after the location-setting stuff was into the movement branch, which I said had seemed bulletproof in the past, but which was definitely originating the wrong-location at this time. Well, as it turns out, the movement branch's honor is still clean -- it was the direct cause of the wrong-location, but that's because IT was getting a different variable set incorrectly.

That variable was the number of "times the full movement recalculation has been skipped," which gets set to a really high number whenever a ship gets a new destination set.

The problem is, when ships were being deserialized on the server from the loaded savegame, that would happen one time; and then when that was reserialized and sent to the client and deserialized again, it was happening a second time. There was an attempt in there at preventing that, but it was overlooking this particular variable setting.

And actually, even the attempt was overlooking some branches like setting the object-to-kill on a ship, which then sets the destination -- and which happens during deserialization. That's one of those things that has been in place since at _least_ version 3.0 of the game, if not before. Although the full-recalculation-skip thing is newer, maybe since 4.0, I'm not sure exactly without going through the SVN history, which I'm not inclined to right at the moment after all that.

So this was actually a two-headed desync, one that has been around since 3.0 or before and which might not actually have ever caused a desync (it's hard to be sure), and one which is newer since probably around 4.0, and which also for most people never caused a desync. This particular save, for whatever reason, was able to trigger it with about six ships that were in battle -- I think the melee ships are more prone to desyncing with this if they are in the middle of battle when the save happens, which is probably why most people don't see it.

Those six or so ships then caused a state-cascade which caused hundreds of ships on six or more planets to have a desynced state within the first cycle of the game running, which is one of several things that made this so bloody hard for me to find.

All in all, this is an entirely new class of desync for our game. Normally I group them into the following sets: Improper Use Of Local State, Improper Use Of IsHost, Improper Use Of LocalPlayerNumber, Improper Use Of Random, and Improper Cleansing Of Reusable Objects Between Game Loads. The one really rare one I'd had before with the force field displays was actually unique as well, and what I'd call Improper Use Of Reset Counters.

This one is similar, but different: Improper Triggering Of Counters During Savestate Load.

Blah. After all that time and frustration, I figured that Fleet and Tss deserved an explanation, at least! Not only did they discover a whole new class of desync, but this one was "cleverly" obfuscated so well that it was almost virus-like in how well it was concealed. I did it to myself, of course, but a rogue hacker couldn't have hidden it any better, is all I mean.

All in all: man am I glad to have this one done! I'll do a release in a bit.

Draco18s

Mar 23, 2011 12:06 am

developer   ~0011310

Good one tracking that down. :)

Chris_McElligottPark

Mar 23, 2011 12:07 am

administrator   ~0011312

Thanks! :)

Chris_McElligottPark

Mar 23, 2011 7:58 pm

administrator   ~0011382

Fleet, related to your comment about the data centers:

* Previously, if there were fewer than 30 enemy-to-the-AI ships and none of them were both uncloaked and had attack strength of 0, then the planet was incorrectly being put into cold storage. Now it's only in cold storage if there are fewer than 30 enemy-to-the-AI ships and all of them have full cloaking, which was the intended logic from the start.
** This should fix some issues with the devourer golem not really doing its thing, and in general some minor faction issues in general.

Issue History

Date Modified Username Field Change
Mar 21, 2011 4:12 pm Fleet New Issue
Mar 21, 2011 4:12 pm Fleet File Added: Desync .sav
Mar 21, 2011 4:20 pm Chris_McElligottPark Note Added: 0011188
Mar 21, 2011 4:20 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Mar 21, 2011 4:20 pm Chris_McElligottPark Status new => feedback
Mar 21, 2011 4:20 pm Tssbackus File Added: Tom Ed coop.sav
Mar 21, 2011 4:21 pm Fleet File Added: DesyncErrors.txt
Mar 21, 2011 4:26 pm Fleet Note Added: 0011189
Mar 21, 2011 4:26 pm Fleet Status feedback => assigned
Mar 21, 2011 4:30 pm Chris_McElligottPark Note Added: 0011190
Mar 21, 2011 4:34 pm Fleet Note Added: 0011191
Mar 21, 2011 4:36 pm Chris_McElligottPark Note Added: 0011192
Mar 21, 2011 4:38 pm Fleet File Added: Fleet before desync.sav
Mar 21, 2011 4:40 pm Fleet Note Added: 0011193
Mar 21, 2011 5:15 pm Chris_McElligottPark Note Added: 0011196
Mar 21, 2011 5:28 pm Fleet Note Added: 0011198
Mar 21, 2011 5:31 pm Chris_McElligottPark Note Added: 0011199
Mar 22, 2011 5:15 pm Chris_McElligottPark Note Added: 0011231
Mar 22, 2011 5:19 pm TechSY730 Note Added: 0011232
Mar 22, 2011 5:19 pm TechSY730 Note Edited: 0011232
Mar 22, 2011 5:20 pm Chris_McElligottPark Note Added: 0011233
Mar 22, 2011 5:20 pm Chris_McElligottPark Note Added: 0011234
Mar 22, 2011 5:24 pm Fleet Note Added: 0011235
Mar 22, 2011 5:30 pm Chris_McElligottPark Note Added: 0011237
Mar 22, 2011 5:34 pm TechSY730 Note Added: 0011238
Mar 22, 2011 5:34 pm TechSY730 Note Edited: 0011238
Mar 22, 2011 5:34 pm TechSY730 Note Edited: 0011238
Mar 22, 2011 5:35 pm Chris_McElligottPark Note Added: 0011239
Mar 22, 2011 5:49 pm TechSY730 Note Added: 0011240
Mar 22, 2011 5:51 pm Chris_McElligottPark Note Added: 0011241
Mar 22, 2011 6:22 pm Chris_McElligottPark Note Added: 0011247
Mar 22, 2011 6:26 pm TechSY730 Note Added: 0011249
Mar 22, 2011 6:29 pm Fleet Note Added: 0011250
Mar 22, 2011 6:30 pm TechSY730 Note Added: 0011252
Mar 22, 2011 7:42 pm Chris_McElligottPark Note Added: 0011255
Mar 22, 2011 8:07 pm Chris_McElligottPark Note Added: 0011261
Mar 22, 2011 8:19 pm Chris_McElligottPark Note Added: 0011262
Mar 22, 2011 9:35 pm Chris_McElligottPark Note Added: 0011270
Mar 22, 2011 9:38 pm TechSY730 Note Added: 0011272
Mar 22, 2011 9:39 pm Chris_McElligottPark Note Added: 0011274
Mar 22, 2011 9:42 pm TechSY730 Note Added: 0011277
Mar 22, 2011 9:44 pm Chris_McElligottPark Note Added: 0011278
Mar 22, 2011 9:46 pm Chris_McElligottPark File Added: AnalysisLogs.zip
Mar 22, 2011 9:48 pm Chris_McElligottPark Note Added: 0011279
Mar 22, 2011 9:49 pm TechSY730 Note Added: 0011280
Mar 22, 2011 9:49 pm TechSY730 Note Edited: 0011280
Mar 22, 2011 9:51 pm Chris_McElligottPark Note Added: 0011281
Mar 22, 2011 9:52 pm TechSY730 Note Added: 0011282
Mar 22, 2011 9:52 pm Chris_McElligottPark Note Added: 0011283
Mar 22, 2011 9:53 pm Chris_McElligottPark Note Added: 0011285
Mar 22, 2011 9:57 pm TechSY730 Note Added: 0011286
Mar 22, 2011 9:58 pm Chris_McElligottPark Note Added: 0011287
Mar 22, 2011 10:02 pm Chris_McElligottPark Note Added: 0011288
Mar 22, 2011 10:13 pm TechSY730 Note Added: 0011289
Mar 22, 2011 10:13 pm TechSY730 Note Edited: 0011289
Mar 22, 2011 10:14 pm Chris_McElligottPark Note Added: 0011290
Mar 22, 2011 10:24 pm TechSY730 Note Added: 0011291
Mar 22, 2011 10:27 pm TechSY730 Note Edited: 0011291
Mar 22, 2011 10:27 pm Chris_McElligottPark Note Added: 0011292
Mar 22, 2011 10:55 pm Chris_McElligottPark File Added: 0Recalcs.zip
Mar 22, 2011 11:09 pm Chris_McElligottPark Note Added: 0011294
Mar 22, 2011 11:09 pm Chris_McElligottPark Status assigned => resolved
Mar 22, 2011 11:09 pm Chris_McElligottPark Fixed in Version => 5.006
Mar 22, 2011 11:09 pm Chris_McElligottPark Resolution open => fixed
Mar 22, 2011 11:11 pm Chris_McElligottPark Relationship added related to 0002480
Mar 22, 2011 11:13 pm Chris_McElligottPark Relationship added related to 0002460
Mar 22, 2011 11:14 pm Chris_McElligottPark Relationship added related to 0002546
Mar 22, 2011 11:17 pm Chris_McElligottPark Relationship added related to 0002685
Mar 23, 2011 12:06 am Draco18s Note Added: 0011310
Mar 23, 2011 12:07 am Chris_McElligottPark Note Added: 0011312
Mar 23, 2011 7:58 pm Chris_McElligottPark Note Added: 0011382
Apr 14, 2014 9:27 am Chris_McElligottPark Category Bug - Crash or Exception => Crash/Exception