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 Energy Refill LOSS using GP When Someone Sets off your trap 
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Joined: Wed Jun 29, 2011 5:22 am
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I tried searching didn't seem to turn up anything but this has happened to me twice... where I lost 10 GP... trying to give myself an energy refill only for some badging gambler to not care about traps or using trap probes.... to set off your trap... and wham you've lost 10 GP because they so happened to do it at the EXACT same beeping time that you hit the energy refill button makes it annoying.

Contacting Dan of course helped; he sent an energy cube this time. Which was nicer than a random refill when your relays are installed or something like that. If energy refills have bugs; why not just havie the "energy refil" have the option of being either option of getting instant refill or energy cube? It'd be the same difference really less buggy if you just bought cubes which can't be sent or shared anyway. So I see no problem with this possible change that could... cause Dan less work :P

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Wed Apr 10, 2013 12:06 am
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Its not just gp refills. Can happen with ranking up or e cubes.

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Wed Apr 10, 2013 12:09 am
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Really? So Galaxy Legion can't handle multiple things happening at once? Database issue? Not sure how someone setting off a trap even remotely triggers this bug... seems kinda odd that they're connected.

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Wed Apr 10, 2013 12:27 am
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space88blue wrote:
Really? So Galaxy Legion can't handle multiple things happening at once? Database issue? Not sure how someone setting off a trap even remotely triggers this bug... seems kinda odd that they're connected.

The only way it could happen would be if Dan was updating your entire user row in the database when you use an energy refill. Which is very pointless, imho.

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Wed Apr 10, 2013 12:34 am
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I'm not sure what you're talking about Darth. This 'bug' has happened to me on a few occasions. It does happen. If you mean that ... the bug is caused by all the data not being being refreshed that again doesn't make sense. I mean if Energy + your ship being disabled is somehow connected then energy should therefore be separate from your other 'user data' as it's important enough not to be glitched as is.

In simple terms : this needs to be fixed... not ignored.

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Wed Apr 10, 2013 9:21 am
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Of course the data is connected. You know what a database looks like, right?

Basically, all of your data is stored in a row like:

Code:
username1 | fbid | rank | cur. hull | cur. energy | etc.
username2 | fbid | rank | cur. hull | cur. energy | etc.
username3 | fbid | rank | cur. hull | cur. energy | etc.
username4 | fbid | rank | cur. hull | cur. energy | etc.
username5 | fbid | rank | cur. hull | cur. energy | etc.


What Dex is saying, is that the only parts of the row that should be updated when being attacked are the relevant ones (hull, shield, player deaths etc.), all of which are stored on the same row of a database, just in different columns.

Now, what he thinks is happening (and it would explain it very well, so I'm inclined to agree) is that the game is updating every row when you're attacked - including ones which it shouldn't be. Energy, for instance. So we get a conflict of updates, caused by the exact same thing that causes extra damage on bases, etc. Lag.

Defender uses E-Cube
Attacker attacks
Defender get the data from database
Attacker gets the data from the database
Defender updates database with full energy
Attacker updates database with empty energy

And you end up with no energy. It shouldn't even be querying how much energy the defender has, let alone updating it, so stopping it for energy refills should be simple enough. Fixing it for hull and shield? Much much harder without screwing up online PvP even further, by essentially making the defender literally be able to slow down the attacker's attacks by flooding the DB. No-one has reported this issue with traps, so I wonder if traps are held on a separate table. That would at least mean that the defender would have to spam something like shield restorers.

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Wed Apr 10, 2013 12:27 pm
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@tb: actually people have reported not getting their energy because someone set off a trap.

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Wed Apr 10, 2013 2:53 pm
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It might not be traps at all. Maybe just when someone attacks you. It's only noticed with traps, because you don't get a pop-up when you're attacked.

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Wed Apr 10, 2013 2:58 pm
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A similar thing happened to me, I had 995 xp till I was about to rank up, so I go to the base, drop 994 energy then drop 2000 since I had well over the required energy to lvl up, once I dropped the 2000 I ranked up but was missing energy. Refreshed the page and still, already sent Dan an in game report.

I'm pretty sure people might say that I mis-typed but I know for a fact what I typed into the donating energy box. I also checked to see if an elite droped but nothing droped for about the last 3 hours since I ranked up.

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Wed Apr 10, 2013 8:21 pm
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XxDarthDexterxX wrote:
It might not be traps at all. Maybe just when someone attacks you. It's only noticed with traps, because you don't get a pop-up when you're attacked.

Plus, the game refreshes the log when you use a refill, seeing if you've had any traps set off - meaning that a trap set off earlier will have the notification appear when you refill.

Equally, traps could be stored on the same row in the database, and ffs updating energy then would be incredibly stupid.

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Wed Apr 10, 2013 10:17 pm
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I'm not super familiar with databases, I've looked around a MYSQL one though a few times (and fixed a few things somehow lol). It didn't make sense to me why energy would be connected to traps; but as someone pointed out there's usually a delay in the notification showing up so it's probably due to the attack. Of course... if it's integrated with pvp then that means there's safeguards to glitch attack more than your share on players ; but there's still a problem with bases you say? Mhm

What if energy refills went into a bonus energy reserve pool; like a bank where you could withdraw it or select a setting to auto-withdraw (takinga ways ome safety) that was separate on it's own from being influenced by the glitch? That way risk would be lessened on wasted energy refills. Could that potentially work? Just as long as energy is withdrawn if used for pvp purposes? But could stay within the bank if used for missions or possibly perhaps... npcing?

Perhaps it's a stupid idea but I figured I'd rather try to think of a solution than baawww like i kinda came here to lol :P

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Sat Apr 13, 2013 4:44 am
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