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 Bug Report/Support Request 
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Joined: Sat May 01, 2010 3:39 am
Posts: 26
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Considering all of the drama and craziness going on the last few days I hesitated in posting this publicly, however attempting to go through private channels has not yielded so much as an acknowledgment of this bug, the issues surrounding it or my even my message. Per the Facebook TOS support and help with applications is required and perhaps this public bug report will garner an appropriate response and fix of the deficient codebase by the developer(s).

I believe this bug is widely known, but I am unclear as to whether anyone has ever really "offically" reported it, along with a proposed fix, or has been willing to report the application for violating the Facebook TOS for not providing a fix for said deficiency. Fact of the matter is that this is a very simple bug to fix and the Galaxy Legion developer(s) are continuing to collect income from Facebook Credits without properly supporting their application.

As to the meat of the deficiency:

Image

As you can see by the above screenshot, this player is sitting as negative actions in both raids and hacks. Clearly, as has been dutifully demonstrated by the recent banning of a player for "abusing" this "bug", this was not the intended behavior in Galaxy Legion. As such, I am officially reporting and requesting support from the developer(s) of Galaxy Legion in the removal of this bug in accordance with the terms (not to mention the spirit of) the Facebook TOS for Facebook Application Developers.

The fix for this deficiency in the Galaxy Legion Codebase is rather simple and (assuming that the Galaxy Legion codebase is using standard Open Source Web development platforms) it is most likely using PHP with a mySQL database and clearly uses the jQuery javascript library for making ajax calls; therefore I offer the following (example) to clearly demonstrate just how easy this is to fix.

Under normal circumstance one might make an ajax call like so:

Code:
function DoSomething(attacker,defender,action){
   // Confirm?
   var success = confirm('Are you sure you want to do something?');
   if(success){
      $.ajax({
         type: 'POST',
         url: '/path/to/your/script_file.php',
         data: ({attacker: attacker, defender: defender, action: action}),
         success: function(AjaxResult) {
            // Is there something returned?
            if(!AjaxResult){
               // So something with what was returned
            }else{
               // Print an error maybe?
               alert('Error: ' + AjaxResult);}
         }
      });
   }
}


This is a simle ajax call, but you get the point ... Now the fun part. The script that resides on the backend that "catches" and processes the ajax request is just your ordinary php script file. It can contain anything from a simple "Hello World" to complex mathematical calculations that determine the fate of the world ... or rather in this case whether or not you can raid or hack someone's ship. Let's take a peak at what this script might look like; let's assume for purposes of this example that the number of times a ship can be hacked, raided or disabled are stored in the database row that holds our ship data:

Code:
<?php
// Never cache this file, make sure it is loaded on each request.
header("Cache-Control: no-cache, must-revalidate");
header("Expires: ".date('D, j M Y G:i:s e', time()));

// Assume action is always 'Raid' for this example
$dbUPDATE_Defender = mysql_query("UPDATE ships SET raids_avail = raids_avail - 1 WHERE raids_avail > 0 AND ship_id = $_POST['defender']");
if(!mysql_num_rows($dbUpdate_Defender)){
   // There was no ship found with raids available greater than 0, issue notice that you cannot raid that target
} else {
   // Your target is valid and so we are going to insert code here to determine if your raid succeeds or fails, if you get a badge or not, etc.  Basically, continue on with the action as normal.
}

/* End of script_file.php */
/* Location: ./path/to/this/script_file.php */


Now, quite simply put, no matter the circumstances you will never be able to drop below 0 actions the way this is written. Yes, "lag" is still a factor since ShipOne could push the raid button before ShipTwo, but ShipTwo's request is processed first, but this is a case most likely cause by internet latency and there is just no way you can fix that. But it does correct the current deficiency in the Galaxy Legion code.

I also accept the fact that there will be people who will wander by this post and have some kind of nasty remark to make and there very well could be a typo in the above code examples that I just typed up, but the concept will correct said issue and, well, haters gonna hate.

I hope that the developer(s) of Galaxy Legion take this request seriously because quite frankly I am more than willing to escalate this matter up the appropriate chain since, let's face it, rules are rules and developers who refuse to properly and diligently support their applications are violating the terms set forth by Facebook and Facebook isn't going to want bad apps spoiling their platform.


Mon Jan 09, 2012 1:55 am
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Joined: Thu Nov 25, 2010 6:49 pm
Posts: 8964
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That's no glitch, deficiency or anything else. That is a ship that racked up tons of actions, then as those actions expired with no new actions being performed, he ended up in the negative. You must not PvP very much or you would already understand this....

You start with 3/5/5. If you perform 70 actions in 12 hours (or whatever), you end up with 73/75/75. Now during the NEXT 12 hours let's say, you get disabled 1 time and your raids and hacks are zeroed leaving you at 72/0/0. Then as the 24 hour post action timer expires and you previous days business drops off the count, your actions will eventually reach 2/-75/-75. They will then start to creep back up as the actions performed against you expire and over a bit of time, with NO other actions or counteractions being performed, will gradually settle back to 3/5/5.

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Mon Jan 09, 2012 2:09 am
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Isn't that still a bug? Those counters should not ever be less than 0?

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Mon Jan 09, 2012 2:19 am
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PLURVIOUS wrote:
Isn't that still a bug? Those counters should not ever be less than 0?


No, because once you get zeroed from a high action count, if it bottoms out at zero you will end up with high action counts again while doing absolutely nothing as the negative actions performed against you expire. Over a short amount of time, you would end up with a permanantly high action count and it would never sette back to 3/5/5.

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[20:40] Wredz: just hacked a massive extremely rich minting planet from someone.. thats the best planet i ever hacked
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Mon Jan 09, 2012 2:26 am
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Joined: Fri Sep 16, 2011 12:04 am
Posts: 1998
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u can consider it "not the best way to display things"
but it's not a bug and nothing is abused

unless there is a different back story of sorts behind the screenshot that does not fit the possiblity imposed(that is, it was directly put into negative somehow by enemy actions and did not drop there due to the "expiration" of ur own actions)

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Mon Jan 09, 2012 2:58 am
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Joined: Sat Nov 06, 2010 3:43 pm
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My question is why is this ship still being hacked? Time frame should be off the news feeds this morning, but indications show other wise.

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Mon Jan 09, 2012 2:55 pm
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Joined: Wed Nov 10, 2010 2:44 am
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Obscura wrote:
My question is why is this ship still being hacked? Time frame should be off the news feeds this morning, but indications show other wise.

what indications? the picture you see in the first post was taken roughly 13-14 hrs ago

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Mon Jan 09, 2012 3:41 pm
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