Forums » Bugs
Give User Key Bug
When you create an Owner Key for the Conquerable Station, it creates a User Key to go along with it. When you go to the GUI for that User Key and click the Give User Key button (or whatever it's called) you obviously give that User Key to the person specified. However, if you go to the original Owner Key and click the Give User Key button, it creates a different User Key, beholden to the same Owner Key, and gives that key instead.
Because that was really jumbled language, a quick example. You create Owner Key #1, which has User Key #2 attached to it. You can give both #1 and #2 to people from their respective GUIs. However, if you go to #1's GUI, and click Give User Key, it creates User Key #3, and gives that key. It still works like a regular User Key for that Owner Key, but it's yet another key to keep track of, and it shouldn't work that way.
Because that was really jumbled language, a quick example. You create Owner Key #1, which has User Key #2 attached to it. You can give both #1 and #2 to people from their respective GUIs. However, if you go to #1's GUI, and click Give User Key, it creates User Key #3, and gives that key. It still works like a regular User Key for that Owner Key, but it's yet another key to keep track of, and it shouldn't work that way.
ok thanks.
I think this was supposed to have been fixed in an update, but there still seems to be an issue. The current active owner key has 2 user keys attached to it for no apparent reason, and it isn't an old key. The second user key was generated fairly recently.
The fix doesn't remove the extra keys. They will stay around. You should no longer be able to generate multiple user keys for a single owner key anymore.
It's still happening, Ray. If you give out an Owner key before you generate the User key, the other owner can't see the user key you generate, and they will end up making a second user key. The original owner can see both, but the second owner can only see the one they generate. The first owner can give the first user key to the second owner, and then they can see it. I don't think this is the desired behavior.
ok, thanks. I'll take another look at it.
I just tried it by giving an owner key (without a user key) to someone, then creating a user key. The player I gave the owner key to did see the user key that I generated.
So, it seems to be working as expected. Is there perhaps some condition that I'm missing in my example?
So, it seems to be working as expected. Is there perhaps some condition that I'm missing in my example?
Still unable to duplicate the problem. Are both players in the same sector when the Owner and User keys are given out? What is the interval between giving the Owner key and giving the User key?
Ray, things are still messed up. Not only the previously discussed specific problem, but also a related problem. Sometimes a user key under an active owner key is shown as inactive and there's no way to activate it, completely messing up critical moments around station turnover and completely defeating the purpose of reusing keys. I'm not even positive of the exact circumstances under which this happens, but I think I have a good guess.
I reactivated an owner key and everything was fine. A few minutes later, someone else reactivated the same key and the user key was dead and unable to be resuscitated. There was another user key the second time that was active, but only 1 person was on it, which presumably was created due to the original problem. The user key we wanted to be active with dozens of people on it, many of whom were crucial to the current battle, was not able to be reactivated. I assume the owner who reactivated the key the second time selected one of the user keys when he docked instead of the owner key. If he had selected the owner key (like I did when I docked earlier), I imagine both user keys would have been activated. Selecting a user key seems to only activate that user key and the owner key, not any of the other user keys under the owner key. I assume this is not the desired behavior, and if it is, it needs to be rethought.
Also, see the following related suggestion thread.
http://www.vendetta-online.com/x/msgboard/3/24235
I reactivated an owner key and everything was fine. A few minutes later, someone else reactivated the same key and the user key was dead and unable to be resuscitated. There was another user key the second time that was active, but only 1 person was on it, which presumably was created due to the original problem. The user key we wanted to be active with dozens of people on it, many of whom were crucial to the current battle, was not able to be reactivated. I assume the owner who reactivated the key the second time selected one of the user keys when he docked instead of the owner key. If he had selected the owner key (like I did when I docked earlier), I imagine both user keys would have been activated. Selecting a user key seems to only activate that user key and the owner key, not any of the other user keys under the owner key. I assume this is not the desired behavior, and if it is, it needs to be rethought.
Also, see the following related suggestion thread.
http://www.vendetta-online.com/x/msgboard/3/24235
Things are really messed up, intermittently. There was an owner key created today that never showed a checkmark next to it. When we made a user key for it, it showed up as "no station access" and there were no checkboxes to activate it, so we couldn't give anyone user access. Then, when it was attacked, no one got a notification, even though multiple owner key-holders were online. These are big problems.
It's the game's way of making you pay for holding all 3 stations. :P
No really though, the key system does need a re-work.
No really though, the key system does need a re-work.
We had an issue tonight where a brand new key was created, and someone proceeded to dole out user keys. The owner key id was 189 and the user key id was 190. At a later point in time, I was doing some work on plugin to aid in the management of keys. Through the use of Keychain.giveuserkey('<name>', 189) a new user key was created with id 193. Through continued use of Keychain.giveuserkey('<name>', 189) I could continue to add people to key 193. Similarly I could use Keychain.revokekey('<name>', 189) to remove people from user key 193, but not from user key 190.
Ok, thanks. I'll look into it.
Are you perchance creating the keyid yourself and it ended up being a string? It needs to be an integer.
This next update should help fix the duplicate user key issue.
raybondo
Are you perchance creating the keyid yourself and it ended up being a string? It needs to be an integer.
The value being assigned to my keyid variable was a string, now that I think about it. Shouldn't the Lua parser be able to handle type conversion in this instance though? I'll be testing it again when I manage to get a new key with a different id.
Are you perchance creating the keyid yourself and it ended up being a string? It needs to be an integer.
The value being assigned to my keyid variable was a string, now that I think about it. Shouldn't the Lua parser be able to handle type conversion in this instance though? I'll be testing it again when I manage to get a new key with a different id.
Well, ("123" == 123) returns false.
True. However, that is an equality test, where a the type of variable is important. When it comes to addition and other numeric processes, Lua is supposed to be able to handle type conversion, as a simple print('2'+2) reveals.
Anyway, as soon as I get a new key, I'll give it another try, both with the number as a string and number.
Anyway, as soon as I get a new key, I'll give it another try, both with the number as a string and number.