MantisBT - Zandronum
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0001089Zandronum[All Projects] Bugpublic2012-09-30 00:562018-09-30 21:37
Dusk 
Edward-san 
normalmajoralways
closedfixed 
1.0 
2.12.1 
0001089: Desync when opening polydoor gets blocked
The client keeps moving the polyobject, even if it gets blocked.
Grab example wad 03b from here.
zandronum.exe -host -file polyobject_test_03b.wad
Connect a client to server, and push the switch. While the door is "opening", stuff yourself in front of the moving polyobj. The polyobject will slowly slide through you, instead of pushing against you.
No tags attached.
Issue History
2012-09-30 00:56DuskNew Issue
2012-09-30 00:56DuskStatusnew => assigned
2012-09-30 00:56DuskAssigned To => Dusk
2012-09-30 01:00DuskNote Added: 0004854
2012-09-30 01:00DuskStatusassigned => needs review
2012-09-30 07:30Torr SamahoNote Added: 0004859
2012-09-30 07:31Torr SamahoStatusneeds review => feedback
2015-06-07 17:32Edward-sanNote Added: 0012585
2015-06-07 17:32Edward-sanAssigned ToDusk => Edward-san
2015-06-07 17:32Edward-sanStatusfeedback => needs review
2015-06-07 17:33Edward-sanNote Edited: 0012585bug_revision_view_page.php?bugnote_id=12585#r7304
2015-06-07 17:33Edward-sanTarget Version => 2.1
2015-06-07 17:34Edward-sanNote Edited: 0012585bug_revision_view_page.php?bugnote_id=12585#r7305
2015-06-07 17:41Edward-sanNote Edited: 0012585bug_revision_view_page.php?bugnote_id=12585#r7306
2015-06-10 21:15Edward-sanNote Added: 0012643
2015-06-10 21:50unknownnaNote Added: 0012644
2015-06-13 09:59Torr SamahoNote Added: 0012676
2015-06-13 09:59Torr SamahoStatusneeds review => needs testing
2015-06-13 12:16cobaltNote Added: 0012681
2015-06-24 22:45DuskStatusneeds testing => resolved
2015-06-24 22:45DuskFixed in Version => 2.2
2015-06-24 22:45DuskResolutionopen => fixed
2015-06-24 22:47DuskFixed in Version2.2 => 2.1
2018-09-30 21:37Blzut3Statusresolved => closed

Notes
(0004854)
Dusk   
2012-09-30 01:00   
'https://bitbucket.org/CrimsonDusk/neurosphere/changeset/61bb1e54cf4e6b4e9ed138ec7042a59b48b7ddcb [^]'

Though it does increase the net usage a bit if the client actively pushes against the moving poly door... is this something to be worried about?
(0004859)
Torr Samaho   
2012-09-30 07:30   
This doesn't seem to fully fix the problem (the differences of online and offline behavior are more pronounced with higher ping). From what I can say the position of the poly object on the client is not the problem, the problem is that the client mispredicts its position (by ignoring the collusion of the poly door and the player body). In order to fix this, the client needs to predict the player movement caused by the collusion.
(0012585)
Edward-san   
2015-06-07 17:32   
(edited on: 2015-06-07 17:41)
Should be really fixed with'https://bitbucket.org/crimsondusk/zandronum-sandbox-stable/commits/0fd0372edcdb82e0277f33de49037d05554b6459 [^]' . Applying the same code Torr used for 0002079 to the sliding polyobjects seems to do the trick.

(0012643)
Edward-san   
2015-06-10 21:15   
Here's the build with the fix:'https://www.dropbox.com/s/2rcaczix5sgwbdl/zandronum-2.1-150607-1730-0fd0372-windows.zip?dl=0 [^]' .
(0012644)
unknownna   
2015-06-10 21:50   
Seems to work fine for me with that build.
(0012676)
Torr Samaho   
2015-06-13 09:59   
I added your patch.
(0012681)
cobalt   
2015-06-13 12:16   
Issue addressed by commit 0fd0372edcdb: - Fixed: Blocked sliding polyobjects were not handled properly online (addresses 1089).
Committed by Edoardo Prezioso [edward-san] on Sunday 07 June 2015 19:30:06

Changes in files:

 docs/zandronum-history.txt | 1 +
 src/po_man.cpp | 12 +++++++++++-
 2 files changed, 12 insertions(+), 1 deletions(-)