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IDProjectCategoryView StatusDate SubmittedLast Update
0000750Zandronum[All Projects] Bugpublic2012-04-01 22:452018-09-30 21:48
Reporterkgsws 
Assigned ToEdward-san 
PriorityhighSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version98d 
Target Version3.0Fixed in Version3.0 
Summary0000750: Missing DropItem prediction online
DescriptionActors don't toss their items online.
Steps To Reproduce1. zandronum -file dropitem_01.wad -host
2. zandronum -file dropitem_01.wad +connect localhost
3. Join the game.
4. Kill the zombieman a few times.
Attached Files? file icon dropitem_01.wad [^] (4,951 bytes) 2015-06-07 03:54
png file icon Screenshot_Doom_20150607_054108.png [^] (51,295 bytes) 2015-06-07 03:54

- Relationships
parent of 0002522closedEdward-san sv_dropstyle 1 or 2, coursing items to desync online 
has duplicate 0002307closed Dropped items mispredictions online 
related to 0000765closedTorr Samaho RandomSpawner thing z desync on 3D floors after map resets online 

-  Notes
User avatar (0003176)
TIHan (reporter)
2012-04-07 18:57

Fixed.
'https://bitbucket.org/TIHan/tst/changeset/9739a0f5cf7e [^]'
User avatar (0003224)
Torr Samaho (administrator)
2012-04-12 23:37

The fix needs a considerable amount of net traffic for in my eyes very little gain. Unfortunately that's the only way to fix this and the reason why I never worked on this so far. Probably items are dropped seldom enough though so that it doesn't matter. Does anybody know a mod with a lot of drops that we could use to test the real world net traffic increase of the fix?
User avatar (0003231)
TIHan (reporter)
2012-04-13 02:26

I don't think I've ever seen an instance where there were many drops happening in a second.
User avatar (0003233)
MP2E (reporter)
2012-04-13 03:19

I also have never seen an instance where many drops were happening in a second, except for back in 97d-ish when it could be used in capture the flag to double ammo count and you could spam it.
User avatar (0003345)
TIHan (reporter)
2012-04-18 06:04
edited on: 2012-04-29 04:23

I know we are still questioning this. If we wanted to use a little less bandwidth, I say let SERVERCOMMANDS_SpawnThing/Exact set the momentum. Also, I guess we don't have to use Exact here.

Edit:
There really shouldn't be a problem here using full precision and momentum.

User avatar (0003945)
ZzZombo (reporter)
2012-07-11 02:34

Do you still need a testcase WAD? I can do it for you.
User avatar (0003950)
Torr Samaho (administrator)
2012-07-11 19:45

Yes, it would still be nice to have a testcase WAD for this.
User avatar (0004254)
Torr Samaho (administrator)
2012-08-05 08:28

We should consider handling this by a new connection type userinfo option as mentioned in 0000913:0003944.
User avatar (0012576)
unknownna (updater)
2015-06-07 03:54

This issue is very noticeable in Complex Doom. Monsters often drop items near ledges that you can't pick up due to the desync between client and server.
User avatar (0012996)
Combinebobnt (reporter)
2015-07-22 19:03

Happens often in zdoomwars as well, with mana drops on ledges or even on the ground not displaying their true position
User avatar (0013269)
Dusk (developer)
2015-08-25 12:36
edited on: 2015-08-25 13:19

Hmm. Issue 0000453 was fixed by a patch that made the flags be synced to clients when the item is dropped. This added 8 bytes of network traffic per dropped item and nobody noticed a thing until now.

So a patch that synced the velocity of the dropped item (11 bytes) would add only 3 more additional bytes per dropped item if the item's NOGRAVITY flag is actually cleared (which in retrospect should've been done in the first place but oh well). So is syncing the velocity that much of a problem?

On the other hand, I also have a solution tailored to this particular issue. We could introduce a sentinel thinker that watches the dropped item for a second and, if it falls far enough, syncs the position and velocity to clients in full. This could produce optimal bandwidth usage at the cost of accuracy when the thinker does not fire.

EDIT: But hmm the problem is that the client appears to give the dropped item some sort of velocity. So the client drops it instead of the server. Bleh.

User avatar (0016046)
unknownna (updater)
2016-10-18 15:49

I noticed in a recent 3.0 build that actors now toss their items if cl_connectiontype is 1, which they did not do before. However, since this particular issue was never fixed the items are still unfortunately desynced as usual.
User avatar (0016048)
Edward-san (developer)
2016-10-18 19:10
edited on: 2016-10-18 19:13

Quote from unknownna
I noticed in a recent 3.0 build that actors now toss their items if cl_connectiontype is 1, which they did not do before. However, since this particular issue was never fixed the items are still unfortunately desynced as usual.


Are you talking about ticket 0002522 ? The fix ignores intentionally clients with slow connections.

User avatar (0016056)
unknownna (updater)
2016-10-19 08:39

Yes, that seems to be it. I know that items aren't tossed when cl_connectiontype is 0, but what I meant was that the items are still not synced properly on the clients when they're tossed with cl_connectiontype 1.
User avatar (0016057)
Edward-san (developer)
2016-10-19 09:59
edited on: 2016-11-26 09:37

Urgh, right. This happens only if the drop style is 1 and 2.

Should be fixed with'https://bitbucket.org/zandronum/zandronum-sandbox/commits/f180f8a86c74e1e1038fd1241a5c389790b68a2f [^]' .

[edit] Rebased to current tip with this:'https://bitbucket.org/zandronum/zandronum-sandbox/commits/422e4ca2630236ecb9e66a94f7548bb71c0fd11e [^]'

User avatar (0016326)
Torr Samaho (administrator)
2016-11-26 13:07

That should work, but almost doubles the additional bandwidth.
User avatar (0016327)
Edward-san (developer)
2016-11-26 13:18

This makes me think the old approach would be better. What do you think?
User avatar (0016599)
Edward-san (developer)
2017-01-04 15:38
edited on: 2017-01-04 15:39

Resurfaced the old approach, because the bandwidth consumption is much less than 0000750:0016057 . Should be fixed with'https://bitbucket.org/zandronum/zandronum-sandbox/commits/61f26dc53ca2c9ad8c6ea44a346caf9c6e68f5d6 [^]' .

User avatar (0016639)
Torr Samaho (administrator)
2017-01-15 10:00

To avoid additional maintenance overhead, I added'https://bitbucket.org/zandronum/zandronum-sandbox/commits/422e4ca2630236ecb9e66a94f7548bb71c0fd11e [^]'
User avatar (0016819)
Ru5tK1ng (updater)
2017-02-07 23:26

Tested this online with the latest build and the zombieman dropped the armor bonus each time it was fragged with sv_dropstyle 0, 1, and 2.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: WaTaKiD unknownna Leonard Combinebobnt Daedalus Karakurt Razgriz
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2012-04-01 22:45 unknownna New Issue
2012-04-01 22:45 unknownna Status new => confirmed
2012-04-07 17:59 TIHan Assigned To => TIHan
2012-04-07 17:59 TIHan Status confirmed => assigned
2012-04-07 18:57 TIHan Note Added: 0003176
2012-04-07 18:57 TIHan Status assigned => feedback
2012-04-12 06:15 unknownna Relationship added related to 0000765
2012-04-12 23:37 Torr Samaho Note Added: 0003224
2012-04-13 02:26 TIHan Note Added: 0003231
2012-04-13 03:19 MP2E Note Added: 0003233
2012-04-18 06:04 TIHan Note Added: 0003345
2012-04-23 11:21 unknownna Reporter unknownna => kgsws
2012-04-29 04:23 TIHan Note Edited: 0003345 View Revisions
2012-04-29 04:24 TIHan Status feedback => needs review
2012-06-09 13:22 Torr Samaho Category General => Bug
2012-07-11 02:34 ZzZombo Note Added: 0003945
2012-07-11 19:45 Torr Samaho Note Added: 0003950
2012-08-05 08:28 Torr Samaho Note Added: 0004254
2012-08-05 08:28 Torr Samaho Status needs review => confirmed
2015-06-07 03:54 unknownna Note Added: 0012576
2015-06-07 03:54 unknownna File Added: dropitem_01.wad
2015-06-07 03:54 unknownna File Added: Screenshot_Doom_20150607_054108.png
2015-06-07 03:58 unknownna Assigned To TIHan =>
2015-06-07 03:58 unknownna Steps to Reproduce Updated View Revisions
2015-06-07 04:00 unknownna Priority low => normal
2015-06-07 04:00 unknownna Severity trivial => minor
2015-06-14 03:51 unknownna Relationship added has duplicate 0002307
2015-07-21 12:00 unknownna Target Version => 2.2
2015-07-22 19:03 Combinebobnt Note Added: 0012996
2015-07-22 20:44 unknownna Priority normal => high
2015-08-25 12:36 Dusk Note Added: 0013269
2015-08-25 12:36 Dusk Note Edited: 0013269 View Revisions
2015-08-25 13:19 Dusk Note Edited: 0013269 View Revisions
2016-10-18 15:49 unknownna Note Added: 0016046
2016-10-18 19:10 Edward-san Note Added: 0016048
2016-10-18 19:13 Edward-san Note Edited: 0016048 View Revisions
2016-10-19 08:39 unknownna Note Added: 0016056
2016-10-19 09:59 Edward-san Note Added: 0016057
2016-10-19 09:59 Edward-san Assigned To => Edward-san
2016-10-19 09:59 Edward-san Status confirmed => assigned
2016-10-19 10:01 Edward-san Note Edited: 0016057 View Revisions
2016-10-19 10:14 Edward-san Note Edited: 0016057 View Revisions
2016-10-19 10:15 Edward-san Status assigned => needs review
2016-11-26 09:37 Edward-san Note Edited: 0016057 View Revisions
2016-11-26 13:07 Torr Samaho Note Added: 0016326
2016-11-26 13:18 Edward-san Note Added: 0016327
2017-01-04 14:48 Edward-san Relationship added parent of 0002522
2017-01-04 15:38 Edward-san Note Added: 0016599
2017-01-04 15:39 Edward-san Note Edited: 0016599 View Revisions
2017-01-15 10:00 Torr Samaho Note Added: 0016639
2017-01-15 10:01 Torr Samaho Status needs review => needs testing
2017-01-15 10:01 Torr Samaho Target Version 2.2 => 3.0
2017-02-07 23:26 Ru5tK1ng Note Added: 0016819
2017-02-07 23:26 Ru5tK1ng Status needs testing => resolved
2017-02-07 23:26 Ru5tK1ng Resolution open => fixed
2017-02-07 23:26 Ru5tK1ng Fixed in Version => 3.0
2018-09-30 21:48 Blzut3 Status resolved => closed






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