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IDProjectCategoryView StatusDate SubmittedLast Update
0000817Zandronum[All Projects] Bugpublic2012-04-26 18:082015-06-10 02:52
ReporterTiger 
Assigned ToTorr Samaho 
PriorityhighSeveritymajorReproducibilitysometimes
StatusassignedResolutionopen 
PlatformOSOS Version
Product Version98d 
Target VersionFixed in Version 
Summary0000817: Thing x/y/z position desync between client/server
Description
Quote from Tiger
When playing STFBall_Beta2, the ball will sometimes desync from the clients.
The ball can easily desync when there is other actors on the map (like map04), and the ball can sometimes desync when pushing the ball and kicking it at the same time. If you don't really get rough with the ball, the ball wont really desync; however if you get rough with the ball or have 8+ player you will see the ball desync at times.

Steps To Reproduce1. skulltag.exe -file thing_desync_01.wad -host +sv_cheats 1
2. Connect a client to the server and join the game.
3. "give all; god" in the console.
4. Attack the dummy player actor with the rocket launcher.
Additional Information
Actor DummyPlayer 32767
{
    Health 2147483647
    Radius 16
    Height 56
    Mass 100
    +SOLID
    +SHOOTABLE
    +DROPOFF
    +SLIDESONWALLS
    +CANPASS
    +FLOORCLIP
    +WINDTHRUST
    +TELESTOMP
    +NOBLOCKMONST
    States
    {
    Spawn:
        TNT1 A 0
        TNT1 A 0 A_SpawnItemEx ("ServerSideActor", 0, 0, 0, 0, 0, 0, 0, 0, 0)
        TNT1 A 0 A_SpawnItemEx ("ClientSideActor", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)
        TNT1 A 1
        Loop
    }
}

Actor ServerSideActor
{
    +NOBLOCKMAP
    +NOGRAVITY
    States
    {
    Spawn:
        PLAY A 2 Bright
        Stop
    }
}

Actor ClientSideActor
{
    Translation 2
    +NOBLOCKMAP
    +NOGRAVITY
    States
    {
    Spawn:
        PLAY A 2 Bright
        Stop
    }
}
Attached Files? file icon thing_desync_01.wad [^] (1,694 bytes) 2012-04-26 18:08
png file icon Screenshot_Doom_20120426_194947.png [^] (32,984 bytes) 2012-04-26 18:08


? file icon 2012.09.23_22.52.13_thing_desync_01.cld [^] (84,630 bytes) 2012-09-23 20:54
? file icon thing_desync_02.wad [^] (1,914 bytes) 2012-10-01 06:35
? file icon 2012.10.01_08.31.53_thing_desync_02.cld [^] (50,945 bytes) 2012-10-01 06:35
png file icon desync.png [^] (83,752 bytes) 2013-04-05 17:24

- Relationships
related to 0000130closedTorr Samaho client prediction is sometimes wrong 
parent of 0002301confirmed Able to get inside actor mover and block client position while server position keeps moving 
related to 0001097feedback View bobs if bumping into server-side thing 
Not all the children of this issue are yet resolved or closed.

-  Notes
User avatar (0003447)
unknownna (updater)
2012-04-26 18:46

Quote from kgsws
Zombie horde has barrels pushable by weapons and it can sometimes get out of sync.This happens anywhere, not only on 3D floors.
User avatar (0003448)
unknownna (updater)
2012-04-26 18:51
edited on: 2012-04-26 18:51

Quote from Torr Samaho
I remember working on this, but I'm not quite sure if I really fixed the problem.


User avatar (0004269)
Torr Samaho (administrator)
2012-08-05 16:49

I improved the X/Y/Z positioning of non-player actors moved by explosions online. It's not perfect but should be considerably better now. Please confirm with the upcoming beta build.
User avatar (0004313)
Qent (updater)
2012-08-07 20:42
edited on: 2012-08-07 20:43

The test wad works much much better! STFBall Beta 2 works better too, although we got the ball to desync on all clients on two occasions. The first time we changed the map, but the second time the ball fixed itself in about a second.

'http://www.mediafire.com/file/wcq9pfrqhh7nhhf/stfball_testing.7z [^]' has demos.

User avatar (0004315)
Torr Samaho (administrator)
2012-08-07 20:59

Can you also post a link to the wad?
User avatar (0004316)
Qent (updater)
2012-08-07 21:04

'http://www.mediafire.com/file/n60rowufi0ctt7r/stfball_beta2.zip [^]' is the WAD. The bug is visible in the first demo, 8 minutes into MAP03. demo_skiptics comes in handy! :)
User avatar (0004784)
unknownna (updater)
2012-09-23 20:54

I can still desync the dummy player pretty quickly with the chaingun in Zandronum 1.0 if I circle around it while bumping into it. I recorded a demo of it.
User avatar (0004891)
unknownna (updater)
2012-10-01 06:34
edited on: 2012-10-01 06:37

If you manage to get inside the client-side actor's radius and fire at the server-side actor, the server-side actor will move, but the client-side actor will stand still. It seems to be related to the old player issue where the player positions weren't sent at full precision.

I edited the example WAD and recorded a new demo. It's very easy to reproduce the desync. Simply hold +forward and +attack after joining the game. It will desync at one point no matter what. You don't even need any ping emulation to reproduce the desync.

User avatar (0005081)
Watermelon (developer)
2012-10-11 02:28

Is there a binary to test this with?
User avatar (0005743)
Torr Samaho (administrator)
2013-01-12 21:26

You can test this with Zandronum 1.0.
User avatar (0005747)
Torr Samaho (administrator)
2013-01-13 09:20

This should improve the sync in unknownna's thing_desync_02.wad example.
User avatar (0006092)
Qent (updater)
2013-03-04 23:11

I couldn't desync in thing_desync_02.wad anymore, with or without ping emulation.
User avatar (0006230)
Arco (updater)
2013-04-05 17:27
edited on: 2013-04-07 21:42

Tested this with the latest version and it still happens. I had to test this with different reproduction steps to get this right, and the desync was successful. There’s a picture that I uploaded to validate this.

Edit: Just to alleviate any confusion, I used the SSG with spread to cause the desync, and then I used the chaingun to snap them back into place. It appears that hitscan weapons have more of an effect than projectiles. This is qaint with Zombie Horde servers, as the main weapons in the mod are hitscan based.

User avatar (0006272)
Qent (updater)
2013-04-08 22:29

I think it's worth noting that even though I was able to desync after I tried adding packet loss, another hit would "resync."
User avatar (0006420)
Arco (updater)
2013-06-11 04:08

I managed to desync the actor on the latest version, but it seems to happen very rarly, even with induced packet loss.
User avatar (0012559)
unknownna (updater)
2015-06-06 20:23

Yes, it's still possible to desync the actor in 2.0, particularly when circlestrafing it while firing the plasmarifle and bumping into the actor at the same time.

Issue Community Support
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Supporters: unknownna ZzZombo Combinebobnt
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2012-04-26 18:08 unknownna New Issue
2012-04-26 18:08 unknownna File Added: thing_desync_01.wad
2012-04-26 18:08 unknownna File Added: Screenshot_Doom_20120426_194947.png
2012-04-26 18:09 unknownna Status new => confirmed
2012-04-26 18:11 unknownna Reporter unknownna => Tiger
2012-04-26 18:45 unknownna Relationship added related to 0000130
2012-04-26 18:46 unknownna Note Added: 0003447
2012-04-26 18:51 unknownna Note Added: 0003448
2012-04-26 18:51 unknownna Note Edited: 0003448 View Revisions
2012-04-26 18:52 unknownna Assigned To => Torr Samaho
2012-04-26 18:52 unknownna Status confirmed => assigned
2012-06-09 13:22 Torr Samaho Category General => Bug
2012-08-05 16:49 Torr Samaho Note Added: 0004269
2012-08-05 16:49 Torr Samaho Status assigned => needs testing
2012-08-07 20:42 Qent Note Added: 0004313
2012-08-07 20:43 Qent Note Edited: 0004313 View Revisions
2012-08-07 20:59 Torr Samaho Note Added: 0004315
2012-08-07 21:04 Qent Note Added: 0004316
2012-09-23 20:54 unknownna Note Added: 0004784
2012-09-23 20:54 unknownna File Added: 2012.09.23_22.52.13_thing_desync_01.cld
2012-10-01 06:34 unknownna Note Added: 0004891
2012-10-01 06:35 unknownna File Added: thing_desync_02.wad
2012-10-01 06:35 unknownna File Added: 2012.10.01_08.31.53_thing_desync_02.cld
2012-10-01 06:37 unknownna Note Edited: 0004891 View Revisions
2012-10-01 06:37 unknownna Priority normal => high
2012-10-04 04:46 unknownna Relationship added related to 0001097
2012-10-11 02:28 Watermelon Note Added: 0005081
2013-01-12 21:26 Torr Samaho Note Added: 0005743
2013-01-13 09:20 Torr Samaho Note Added: 0005747
2013-01-13 09:20 Torr Samaho Target Version => 1.1
2013-03-04 23:11 Qent Note Added: 0006092
2013-04-05 17:24 Arco File Added: desync.png
2013-04-05 17:27 Arco Note Added: 0006230
2013-04-05 19:34 Dusk Status needs testing => assigned
2013-04-07 21:42 Arco Note Edited: 0006230 View Revisions
2013-04-08 22:29 Qent Note Added: 0006272
2013-06-11 04:08 Arco Note Added: 0006420
2013-06-23 20:11 Dusk Target Version 1.1 =>
2015-06-06 20:23 unknownna Note Added: 0012559
2015-06-10 02:52 unknownna Relationship added parent of 0002301






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