Original Post - 03/17/2019 12:26 AM

Raymonf

Admin

Posts: 1,978

Post any issues that occur due to the migration of the 2016 game and thumbnails servers to x64 here.

Only issues from the migration should be posted. THIS IS NOT A CLIENT SUPPORT THREAD. OFF-TOPIC POSTS = A PERMANENT BAN!

(also imagine actually running the unit tests LOL)

Reply - 03/17/2019 9:30 AM

SkrillPickle

Posts: 1

https://finobe.com/place/33184 My disaster game's shop is becoming a little broken. Although sometimes it works, most of the time it doesn't.

Reply - 03/17/2019 1:24 PM

kowalski

Posts: 7

  1. Kohl's Admin Epix (2016) is not working: https://finobe.com/item/44666
  2. Vehicle spawners in my game are not working: https://finobe.com/place/24307
Reply - 03/17/2019 3:52 PM

Raymonf

Admin

Posts: 1,978

@kowalski did they work before 64bit servers?

Reply - 03/17/2019 4:32 PM

guy5f

Posts: 332

https://www.youtube.com/watch?v=GGu4eOkk8gI so this video demonstrates 2 issues i have

the first issue is that sometimes the touched event triggers even before anything even touches the brick. the second issue is that the admin script is now broken but the f9 console just displays the usual benign marketplaceservice errors instead of anything indicative of the script being broken. both of these issues only occur in-game and not in studio. prior to the migration to x64 the place worked as intended.

Reply - 03/17/2019 4:40 PM

Raymonf

Admin

Posts: 1,978

I'll take a look

Reply - 03/17/2019 7:34 PM

mjooy

Posts: 24

In Beach house roleplay by brianGriffen the spwan pad's do not work

Reply - 03/17/2019 10:40 PM

Raymonf

Admin

Posts: 1,978

I discovered that int64s haven't been parsed correctly for the past few months. Um...

Reply - 03/17/2019 10:49 PM

Raymonf

Admin

Posts: 1,978

@guy5f To fix your admin, on line 6335, change UpdateId to 44666 (your asset ID).

The reason it didn't get caught before was because the admin script loads in the real admin script's data, which includes an IntValue Version. Version's value, actually, was deserialized incorrectly to a negative number (-41, to be specific) prior to the move to 64bit. For some reason, after the move, it was deserialized to 9 trillion or something.

Because the version is now higher (9 trillion > 527, the version of your script), it updates from sonic 06's servers, which means it'll be trying to use 2018+ features. We can't have that happen. Even with the new fix being deployed to the game servers (Studio will be updated soon), we can't have the version being higher (599 on sonic 06), since it'll reload the script from sonic 06.

Thus, you need to update UpdateId to match your asset ID.

Reply - 03/18/2019 1:50 AM

guy5f

Posts: 332

that part of the script was intended to be removed months ago and i have no idea why it's still in. thank you for pointing it out to me! sorry for basically just making you troubleshoot my model.

Reply - 03/18/2019 10:31 AM

Raymonf

Admin

Posts: 1,978

No problem! It actually let me know that we've had broken int64 deinterleaving for months.

Uh.. I might actually have to reset all 2016 places because of that... I think games like Strife are really broken because of wrong IntValue values now.