add guard against OnDefeat failures for AI - #7256
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ChangesPlatoon cleanup
Estimated code review effort: 2 (Simple) | ~5 minutes Merge Risk: ⚪ Minimal · up to This localized change guards AI defeat handling against a known nil-method failure and is merge-ready after normal checks and review; no actionable merge-blocking risk remains. Suggested reviewers: 🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
Full details: Description checkExplanation The description explains the failure scenario, documents replay-based testing, includes the required checklist, and confirms that the error no longer occurs. The optional Additional context section is omitted, but the description remains sufficiently complete. Full details: Docstring CoverageExplanation Docstring coverage is 100.00% which is sufficient. The required threshold is 80.00%. Docstring coverage is scoped to functions touched by this diff. Analyzed 1 functions across 1 files. (1 skipped: 1 unsupported.) ✨ Finishing Touches🧪 Generate unit tests (beta)
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Inline comments:
In `@lua/SimUtils.lua`:
- Around line 1443-1445: Update the guard in the DisableAI platoon-disband block
to check handle.PlatoonDisbandNoAssign, matching the method invoked by
handle:PlatoonDisbandNoAssign().
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changelog/snippets/ai.7256.mdlua/SimUtils.lua
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lL1l1
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Technically this works but it doesn't seem like it should be fixed this way.
| if handle.Stop then | ||
| handle:Stop() | ||
| end | ||
| if handle.PlatoonDisbandNoAssign then | ||
| handle:PlatoonDisbandNoAssign() | ||
| end |
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I read a bit of the platoon code, and it seems like there's some manual setmetatable use that could be leaving platoons with an incomplete/wrong platoon class?
For example, AIPlatoonAdaptiveSilo has a typo using AIPlatoonAdaptiveSiloBehavior instead of AIPlatoonAdaptiveSilo, but it's not being used anywhere so nobody caught the issue.
Could you post the replay and maybe investigate the metatable of the platoon that fails at being destroyed (for example if it is a mod using the adaptive silo)? These functions should never be missing because they're part of the base class. Even if the platoon is from a mod.
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This was based off a replay for my own AI.
https://replay.faforever.com/27584457
I don't disagree that it may have something to do with the state machine platoon implementation. The platoons in question were otherwise functioning fine.
I thought this would be the safest change to make that would be low risk of unforeseen consequences.
I did a dump of the platoon table when troubleshooting as I thought maybe I'd accidentally set it to an empty table, but the resulting dump looked the same as any other platoon and had the c object attached so I was thinking that the platoon was mid was through its own destruction.
In my testing I only had the issue happen once in say 10 games but a player pointed out that it happened alot more often for them with the difference being that they had a much higher player count.
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If you have suggestions of I could better troubleshoot it then I'm happy to try find the core reason.
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I did some metatable trickery in this branch to track down tracebacks of what changes were done to the platoon that failed:
https://github.com/FAForever/fa/tree/investigate-ai-ondefeat-failures
It's useful so I'll make a PR for it on a more organized branch.
I have included the output log in the branch files. What stands out to me is this final assignment of the failing platoon's metatable to nil, which would cause it to not have the necessary commands.
"[283.745270] Assign \"<metatable>\" as nil
from stack traceback:
...\lua\globalinit.lua:18>
...\lua\system\class.lua(802): in function `ChangeState'
...\mods\rngai\lua\ai\statemachines\platoon-base-rng.lua(284): in function `ChangeStateExt'
...\mods\rngai\lua\ai\statemachineutilities.lua(1777): in function `cb'
...\lua\sim\unit.lua(4177): in function `DoUnitCallbacks'
...\lua\sim\unit.lua(4321): in function `DoOnFailedToBuildCallbacks'
...\lua\sim\unit.lua:2936>
...\lua\sim\units\constructionunit.lua:117>
[C]: in function `IssueClearCommands'
...\mods\rngai\lua\ai\statemachines\platoon-engineer-resource.lua(726): in function <...\mods\rngai\lua\ai\statemachines\platoon-engineer-resource.lua:416>"
After investigating RNGAI, I saw:
unit.PlatoonHandle:ChangeStateExt(unit.PlatoonHandle.PerformBuildTask)Where PerformBuildTask is a State.
But that State only exists in lua\AI\StateMachines\platoon-engineer-utility.lua AIPlatoonEngineerBehavior
Our engineer is clearly using lua\AI\StateMachines\platoon-engineer-resource.lua AIPlatoonEngineerBehavior,
Despite having the same name, that file's class does not have PerformBuildTask and does not inherit from the utility engineer class.
Therefore we change the unit to a nil State, which loses the Stop and PlatoonDisbandNoAssign methods.
ChangeState has no nil check, so your nil does go directly into the metatable:
Lines 784 to 818 in 653be9b
Co-authored-by: lL1l1 <82986251+lL1l1@users.noreply.github.com>
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Thanks @lL1l1 I hadn't considered that getting one state machine to perform an adhoc build command would then fire a callback thats designed for a different state machine. Makes sense. In that case I guess I can fix this within my AI rather than in this PR. I guess to avoid this for myself and other people that use the platoon states performing a nil check would also be useful in the base class. Then I could at least make it warn. |
Description of the proposed changes
There are certain niche scenarios when an AIs platoon will not have cplatoon functions available. After analyzing a replay it was found that when an AI ACU was destroyed units around it that were destroyed in the blast had a chance of being part way through the destroy state when the ondefeat function is called.
Testing done on the proposed changes
Tested based on a replay with the issue present. The following log watch generated.
After adding guards the issue no longer happened and the ondefeat function could complete successfully.
Checklist
Summary by CodeRabbit