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    2.7 Lobby + Bots Available & Early Testing Phase

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    • C Offline
      Cernel Moderators Lobby Moderators
      last edited by

      @lafayette Two problems on 2.7.15494.

      Joining the lobby, I don't see my name on the right bar (nor anyone else's, but I assume I'm the only one in the lobby at the moment).

      Hosting via the "Host Game" button is not showing in the lobby list (as I only see the 6 automated hosts in there). The host itself looks fine: I made a turn by myself.

      C LaFayetteL 2 Replies Last reply Reply Quote 0
      • C Offline
        Cernel Moderators Lobby Moderators
        last edited by

        I cannot enter the automated host. Faling, it prompts me to report to TripleA but also fails to do so. It says "[500 Internal Server Error] during [POST] to [https://prod.triplea-game.org/support/error-report] [ErrorReportClient#uploadErrorReport(ErrorReportRequest)]: [RESTEASY003880: Unable to find contextual data of type: jakarta.servlet.http.HttpServletRequest]".

        1 Reply Last reply Reply Quote 0
        • C Offline
          Cernel Moderators Lobby Moderators @Cernel
          last edited by

          Cernel said:
          Hosting via the "Host Game" button is not showing in the lobby list (as I only see the 6 automated hosts in there). The host itself looks fine: I made a turn by myself.

          Clicking on Network, I've the option to click on "Remove Game From Lobby", so it looks like the game itself "believes" to be connected to the lobby (even though it is nowhere to be seen).

          1 Reply Last reply Reply Quote 0
          • C Offline
            Cernel Moderators Lobby Moderators
            last edited by

            I'm in the new lobby at the moment. I've just tried to type in the lobby chat, but I see nothing in there other than

            Welcome to the TripleA lobby!
            Please no politics, stay respectful, be welcoming, have fun.
            
            Donation Drive
            https://forums.triplea-game.org/category/41/donation-drive-2025-26
            
            B 1 Reply Last reply Reply Quote 0
            • B Offline
              beelee @Cernel
              last edited by beelee

              @Cernel

              yea I just went there with 15497 and I couldn't type anything either. The 15447 one I was able to.

              Edit
              15474

              Edit 2
              Yea works on 15474

              Screenshot from 2026-05-07 15-40-30.png

              TheDogT 1 Reply Last reply Reply Quote 0
              • TheDogT Offline
                TheDog @beelee
                last edited by

                @beelee
                I get
                5d6dde39-ffba-400b-b969-d03b0f6fa87c-image.jpeg

                then I click on TripleA Forum, it goes dark
                d73b6abb-8cfa-4876-8ff1-283aa510362a-image.jpeg

                then click on a white area and it returns
                df83a50e-b67c-4bb8-8ca0-7c7f20fd43fa-image.jpeg

                It is a bit weird, but for now I can cope with it.

                https://forums.triplea-game.org/tags/thedog
                https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                1 Reply Last reply Reply Quote 2
                • LaFayetteL Offline
                  LaFayette Admin
                  last edited by

                  Do be sure all to use the latest game client! The support server is not compatible with clients from before today.

                  Some more fixes landed today:

                  Game Updates

                  • [fix#14351] fixed crash when playing 2.5 saves of greyhawk_wars in 2.7
                  • [fix#14352] fixed crash when AA guns fire during an 'edit mode' combat
                  • [fix#14293] courtesy of @Sandli11, improves error message when map XMLs are missing a required open parens in certain fields. Previous crash message was completely cryptic. New crash message is clear and has a line number
                  • [fix#14353] fix (game-client lobby) crash when lobby games reconnect to the lobby

                  (Maps) Support-Server Update

                  • [fix#69] (very nice!) Fix map server crashing at about map 50 during indexing. Now proceeds past errors and finishes indexing all (~300) maps

                  Lobby Updates

                  • Lobby no-chatters & no chat is fixed, re-deployed latest lobby. Check that you have the latest game client if you see issues there

                  Website Updates

                  • [eba1f535] Collage image replaced by image carousel on homepage, now live

                  Upcoming Updates

                  • AFAIK no critical fixes/updates needed
                  • Migration of Map Tags and Moderator Toolbox UIs to HTML
                    • I'm thinking of replacing most of the moderator toolbox with webpages (currently available in the Lobby UI for moderators). As HTML, that's less Java code, and overall fairly simple HTML
                    • The lobby now supports a dynamic message from database, similarly managing that via HTML webpage would be good
                    • Map tags are administered in the moderator toolbox. It's a poor fit, poor UI, and also would be better as an HTML page
                  • Enhance website SEO. We really want to try and win the keyword "free wwII strategy game". Turns out our maps is the biggest gold mine we have for SEO. If our maps are all plastered with "world war II" and the website has "free strategy game" all over the place, we have a hope to start ranking well in the search results.
                  • Upgrade/versioning capabilities to be enhanced. The server now reports what the latest version of TripleA is, I need to be sure that is a good UX.
                  • UI/UX tweaks. FlatLaf is still a contender. Though overall I think a pass at UI would go a long way. The UI looking roughly the same as it did from 15 years ago is nostalgic, but was and remains ugly.
                  • Roll out of refreshed dice server. Ensure that error messaging is good and clear (eg: user not found should give a message like that, and not a cryptic java stack trace)
                  • gather release notes! There's a lot of updates.

                  Wish List Updates if I can

                  • 'same luck' dice rolling. Like low luck, except the dice roll value is also the same.
                  • technical:
                    • remove Feign in favor of HttpClient
                  • font size settings (allow font size to be increased)
                  1 Reply Last reply Reply Quote 1
                  • LaFayetteL Offline
                    LaFayette Admin @Cernel
                    last edited by

                    @Cernel not many people can still host (myself included), coudl you double check the hosting issue; with luck that should look good now.

                    C 1 Reply Last reply Reply Quote 0
                    • C Offline
                      Cernel Moderators Lobby Moderators @LaFayette
                      last edited by

                      @lafayette

                      Joining the lobby, I don't see my name on the right bar (nor anyone else's, but I assume I'm the only one in the lobby at the moment).

                      Fixed.

                      Hosting via the "Host Game" button is not showing in the lobby list (as I only see the 6 automated hosts in there).

                      Fixed.

                      I cannot enter the automated host.

                      Not fixed.

                      I get

                      error in call: Remote method call, method name: speakerAdded remote name: _ChatControl_games.strategy.engine.framework.ui.ServerStartup.CHAT_NAME  IllegalArgumentException: argument type mismatch
                      

                      Faling [sic], it prompts me to report to TripleA but also fails to do so.

                      Fixed.

                      This is the report I just made:
                      https://github.com/triplea-game/triplea/issues/14358

                      I'm in the new lobby at the moment. I've just tried to type in the lobby chat, but I see nothing in there other than

                      Welcome to the TripleA lobby!
                      Please no politics, stay respectful, be welcoming, have fun.
                      
                      Donation Drive
                      https://forums.triplea-game.org/category/41/donation-drive-2025-26
                      

                      Fixed.

                      Summarising, everything I reported the last 24 hours was fixed except the fact that I still cannot enter bots.

                      Other issues (not necessarily problems):

                      If I join as "Cernel" while already being in lobby as "Cernel", I only see one "Cernel" in lobby. I think it was better the previous behaviour, where the second "Cernel" would be named "Cernel (1)", then "Cernel (2)" and so on. Alternatively, having that joining with a new "Cernel" has everyone already in lobby named as "Cernel" being booted out already, assuring that only the latest joining "Cernel" remains in lobby. The reason you want to join again as "Cernel", beside testing, is that sometime you get ghosted, so you join again (and you are called "Cernel (1)" while there is in lobby the ghost called "Cernel").

                      On the other hand, I have joined the lobby as "Cernel", hosted a game, then joined again the lobby as "Cernel" and joined my game hosted by the previous "Cernel". In this case, the second "Cernel" was actually "Cernel (1)" inside the host only.

                      I can right-click my name and slap myself. I'm not seeing why.

                      I can right-click my name and ignore myself LOL. This disallows me from seeing what I write in chat, which I don't think is a good thing.

                      I can mute myself. I guess this is the virtual version of biting your tongue but still LOL.

                      I can disconnect myself. Not sure about this.

                      I can ban myself, apparently. I don't think this is good. I remember of a guy who asked to be banned from TripleA because he was too addicted, but I don't think we want virtual seppuku.

                      In my opinion, I think it is better only to have the "Show Player Info" option when right clicking yourself. By "yourself" I mean only the user itself. For example, if I join a second time as "Cernel (1)", that is not myself as the previous "Cernel" (so "Cernel" should be able fully to interact with "Cernel (1)" and vice versa as if they are two different users).

                      This is not really an issue: it is just how it goes: as always, you (or at least I) cannot host while being on a VPN. I forgot to disable the VPN before hosting, so it failed. Then I disabled the VPN without closing the lobby first, and (of course) this made my connection to the lobby fail.

                      This is the error report I made when I got the error because I disconnected the VPN while being in lobby (I don't think this is a problem.):
                      https://github.com/triplea-game/triplea/issues/14356

                      I assume it is still not possible to host with a VPN? If it is possible, I would be interested in trying it out (as it's a bit annoying having to remember to disable it each time), but I need information on what exactly I have to do to make myself able to host via VPN, but only if it does not require too much effort (meaning without having to do things like contacting anyone providing the VPN or giving away my information other than my IP).

                      LaFayetteL 1 Reply Last reply Reply Quote 2
                      • LaFayetteL Offline
                        LaFayette Admin @Cernel
                        last edited by

                        @Cernel Helpful feedback, I think some of those other lesser issues might be quick fixes. I updated the bots to the latest, looks to have resolve the inability to connect.

                        re: VPN, I think there was a service that is available that can be configured for hosting via VPN. Overall, the efforts/focus I hope will quickly shift to implementing a TripleA 'relay', that will be a massive simplification and change how networking is done.

                        C 1 Reply Last reply Reply Quote 2
                        • C Offline
                          Cernel Moderators Lobby Moderators @LaFayette
                          last edited by Cernel

                          @LaFayette said:

                          I updated the bots to the latest, looks to have resolve the inability to connect.

                          Joined the automated host successfully and played the first turn successfully but got these errors in the chat:

                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveBeforeBattle.tsvg
                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterBattle.tsvg
                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveBeforeEndTurn.tsvg
                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterCombatMove.tsvg
                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveBeforeBattle.tsvg
                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterBattle.tsvg
                          Bot-Bot-us-west-103:  [ERROR] Failed to save game to file: /home/bot/triplea/savedGames/autoSave/autosave_Bot-Bot-us-west-103_autosaveAfterNonCombatMove.tsvg
                          

                          EDIT: The game I played is "270BC Wars". Only did the first "Carthage" turn (and previous "barbarians" sub-turn).

                          LaFayetteL 1 Reply Last reply Reply Quote 1
                          • C Offline
                            Cernel Moderators Lobby Moderators
                            last edited by

                            Where is that thing which you were able to open to see all the log of the errors and else you got while playing the game (I mean both for local gaming and while hosting)? Has it been removed? I think it was a good thing to have.

                            LaFayetteL 1 Reply Last reply Reply Quote 0
                            • LaFayetteL Offline
                              LaFayette Admin @Cernel
                              last edited by

                              @Cernel I created https://github.com/triplea-game/triplea/issues/14391 to track the bot game save error.

                              1 Reply Last reply Reply Quote 0
                              • LaFayetteL Offline
                                LaFayette Admin @Cernel
                                last edited by

                                @Cernel said:

                                Where is that thing which you were able to open to see all the log of the errors and else you got while playing the game (I mean both for local gaming and while hosting)? Has it been removed? I think it was a good thing to have.

                                It was removed some time ago. There is a log file that lands on disk though with that same info. I do miss the console a bit as well myself.

                                1 Reply Last reply Reply Quote 0
                                • LaFayetteL Offline
                                  LaFayette Admin
                                  last edited by LaFayette

                                  Day started off with about 300 issues, we're down to 213 now. A number were cleaned up, but a large number fixed.

                                  Notable Updates

                                  • Big memory performance boost fix#14377. In order to render the mini-map, we were rendering the whole entire map at game start, each territory at full resolution, and then shrinking that down to fit the minimap. We now render that directly. For World of Warcraft map, that translated to a 500MB spike in main memory at start, now completely removed, no spike in startup memory.
                                  • HTML will display different. @cernel deftly pointed out that the width/sizing was off by about 33%. cc: @roiex , turns out swing by default treats 'px' as 'pt' sizing. There is a flag avaialble to tell swing to use W3C compliant rules, that keeps "px" as "px". Thus, formatting map descriptions should render more faithfully compared to how they render in a web browser, and should generally be easier to "get right"
                                  • using edit mode to move units that are in combat to a new territory with a new combat, should generally work now.
                                  • some very subtle and rare AI crashes that could happen essentially at any time.
                                  • #14360 will help with "auto-focus", pop up windows generally won't have focus when rendered, space will no longer activate the 'main button' of the pop up (the enter key will still activate the primary button though, something for us to still fix)

                                  Todays Fix List (25)

                                  • [Fix#14390] fix(missing flags images): add placeholder image if flags are missing
                                  • [Fix#14389] fix(race condition): resolve crash if a latent move validation is executed during battle phase
                                  • [Fix#14388] fix(retreat): patch V2 games to take into account movement restrictions when retreating
                                  • [Fix#14387] fix(move): reset unit state when only a combat move step exists (#10590)
                                  • [Fix#14385] fix(placement): resolve undo bug for fighters moved to carriers
                                  • [Fix#14384] fix(updating-maps-NPE): resolve potential NPE when updating maps
                                  • [Fix#14383] fix(modal deadlocks): always allow background task runner to be cancelled
                                  • [Fix#14382] fix(toolbox UI): expand banned username width to 25
                                  • [Fix#14381] fix(css & csv): 2 fixes, fix CSS 30% width increase and invalid CSVs
                                  • [Fix#14380] fix(bot games): the window opened by 'roll dice' menu did nothing
                                  • [Fix#14378] fix(battle UX): change button name from 'remain' to "don't submerge"
                                  • [Fix#14377] fix(minimap): render minimap directly without downscaling
                                  • [Fix#14375] Fix(capitals): return empty instead of throwing when no capital
                                  • [Fix#14374] Fix(edit combat): resolve incorrect attackers/defenders
                                  • [Fix#14373] Fix(battle): resolve crash when subs submerge and fighters cannot land
                                  • [Fix#14370] fix(client prefs): downgrade error message to warn & reduce writes to ClientSettings
                                  • [Fix#14369] fix(forums): add handling for when forums is down or returns empty
                                  • [Fix#14368] fix(error message): log a warning instead of an error on bad save game loads
                                  • [Fix#14367] fix(battle calc): avoid crash when 'createWorkers' throws (also could impact AIs at any time, usually when system resources are low)
                                  • [Fix#14366] Fix(AI crash): fix OOL cache collision (caused AI to randomly crash, somewhat rare but could happen anytime)
                                  • [Fix#14365] Fix(crash): do not crash when blitzing through a territory being bombed
                                  • [Fix#14363] fix(NPE): do not crash when hosting network game is cancelled
                                  • [Fix#14360] Fix(UX): remove auto-focus on pop-up windows (avoids accidental confirmations while typing chat messagse)
                                  • [Fix#14355] fix(multiplayer): listener leak (helps resource usage for hosts when players repeatedly join/disconnect)
                                  • [Fix#14354] fix(multiplayer): always release latch when players fail to join (fixes a 3 minutes wait for a timeout when a joiner disconnects midway or fails to join)

                                  Features

                                  • [Feat#14357] feat(map download window): add map counts to tabs
                                  TheDogT C 2 Replies Last reply Reply Quote 3
                                  • TheDogT Offline
                                    TheDog @LaFayette
                                    last edited by TheDog

                                    @LaFayette
                                    Thanks for the large number of fixes to TripleA engine yesterday, you were very busy! The biggy is the faster mini-map fix.

                                    Im busy testing with the latest versions.

                                    Latest pre-releases
                                    https://github.com/triplea-game/triplea/releases

                                    https://forums.triplea-game.org/tags/thedog
                                    https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                    1 Reply Last reply Reply Quote 2
                                    • C Offline
                                      Cernel Moderators Lobby Moderators @LaFayette
                                      last edited by Cernel

                                      @LaFayette said:

                                      • Big memory performance boost fix#14377. In order to render the mini-map, we were rendering the whole entire map at game start, each territory at full resolution, and then shrinking that down to fit the minimap. We now render that directly. For World of Warcraft map, that translated to a 500MB spike in main memory at start, now completely removed, no spike in startup memory.

                                      The minimap looks a lot different than before (I tend to think for the better at least in World At War). Now in World At War the land territories have considerably thicker borders, actually about the same thickness as in the actual map, meaning that the minimap appears to be more faithful to the original map without tiles than beforehand. (The central-western European part is almost the same as before because the many units almost completely hide the territories and their borders in the minimap there.) Anyway, this is mostly a curiosity: I don't think it actually matters significantly for any users (and I actually guess that almost nobody will notice the change).

                                      TripleA 2.7.15510:
                                      0.png

                                      TripleA 2.7.15533:
                                      1.png

                                      If feasible, I would make those little squares representing units in the minimap smaller (50% than current dimension on both axis, for a quarter of the area) so that you could see the borders in the most clustered parts of the map like central-western Europe (where you can see almost nothing but the mass of squares representing the units). Or maybe just removing the units from being displayed in the minimap at all: I never look at units in the minimap. Does anyone want to see the units in the minimap?

                                      TheDogT 1 Reply Last reply Reply Quote 0
                                      • TheDogT Offline
                                        TheDog @Cernel
                                        last edited by

                                        @Cernel
                                        In map.properties, so per map, this controls the unit size on the mini map, in this case turn them off and makes them 0 in size.
                                        smallMap.unit.size=0

                                        This will make a turn ever so slightly faster, as it is not trying to draw each unit on the mini map.

                                        From 1941 Global Command Decision

                                        #========== SMALL MAP PROPERTIES ==========
                                        # 0.0-1.0 (transparent to opaque)
                                        smallMap.territory.alpha=0.1
                                        # size of unit in pixels square 0-4
                                        smallMap.unit.size=0
                                        # C0C0C0
                                        smallMap.viewer.borderColor=FFFFFF
                                        smallMap.viewer.fillColor=191919
                                        # 0.0-1.0 (transparent to opaque)
                                        smallMap.viewer.fillAlpha=0.25
                                        

                                        https://forums.triplea-game.org/tags/thedog
                                        https://forums.triplea-game.org/topic/3741/curated-best-top-maps-triplea-guides

                                        C 1 Reply Last reply Reply Quote 3
                                        • C Offline
                                          Cernel Moderators Lobby Moderators @TheDog
                                          last edited by Cernel

                                          @TheDog I totally forgot that you can customize the minimap at all.

                                          This is the minimap in World At War with smallMap.unit.size=1 (unit size of 1 per 1 pixel) in TripleA 2.7.15533:
                                          2.png

                                          (The standard unit size at the previous screenshot is 4 per 4 pixels.)

                                          1 Reply Last reply Reply Quote 3
                                          • LaFayetteL Offline
                                            LaFayette Admin
                                            last edited by LaFayette

                                            Claude.AI has been a beast at helping get things fixed.. Tomorrow I plan to focus more on the server side issues. Namely things like bot fixes and enabling HTML pages from the servers so we can get map indexing status without having to query database and logs.

                                            Todays Fix List (22)

                                            All of these were merged today. #14404 was pretty crazy to repro.. #14413 is a pretty nice performance win, reduces memory usage.

                                            • [Fix#14423] fix(battle): wait on lock for battle display instead of busy-polling
                                            • [Fix#14421] fix(move validation): handle missing battle delegate on hover
                                            • [Fix#14420] Fix neutral player order in sidebar Players/Resources tabs
                                            • [Fix#14419] fix(save game): write to temp file and rename to avoid corruption
                                            • [Fix#14418] fix(logging): rotate triplea.log archives into the same directory
                                            • [Fix#14417] fix(ai): avoid NPE in ProAi.selectCasualties for AA fire during movement
                                            • [Fix#14416] fix(pro AI): handle missing place delegate when validating purchases
                                            • [Fix#14415] fix(unit images): avoid CME in getIcon by replacing computeIfAbsent
                                            • [Fix#14414] fix(battle window): size battle dialog to dice sides and icon size
                                            • [Fix#14413] fix(memory): allocate tile images lazily to avoid OOM on large maps
                                            • [Fix#14412] fix(supports): single supporter to contribute one bonus per target
                                            • [Fix#14411] fix(ai): stop AI from buying redundant factories and place pooled factories
                                            • [Fix#14410] fix(edit mode): tolerate duplicate unit UUIDs when removing units
                                            • [Fix#14409] fix(battle): count air units as defenders, not as an abandoned territory
                                            • [Fix#14408] fix(unit chooser): size unit images based on actual sizes
                                            • [Fix#14407] fix(UI): prevent large game note images from expanding game notes / chooser
                                            • [Fix#14404] fix(placement): avoid crash when placement algorithms do not agree
                                            • [Fix#14399] fix(settings UI): folder selections will start at current value
                                            • [Fix#14398] fix(pbem dice roller): avoid ambiguous error if failed to roll dice
                                            • [Fix#14397] fix(resource images): render a placeholder image if resource images are missing
                                            • [Fix#14396] fix(history panel): avoid NPE when root history node is not expanded
                                            • [Fix#14392] fix(politics): create battles when war is declared (#9524)
                                            wc_sumptonW 1 Reply Last reply Reply Quote 3

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