MantisBT - Zandronum
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0001167Zandronum[All Projects] Bugpublic2012-11-04 12:312018-09-30 21:55
unknownna 
Torr Samaho 
normalminoralways
closedfixed 
1.0 
3.03.0 
0001167: Clients can reconnect to servers despite getting errors that would normally terminate or crash the game in ZDoom
I've noticed this for a while now, but didn't report it until now. A certain skin will not work if the player classes are cleared through the KEYCONF lump. The game should terminate upon start, but in Zandronum, you can still reconnect to servers after getting the error. If you then reconnect, models will not be loaded.
1. zandronum -file skin_error_01.pk3 -host
2. Connect a client to the server.
3. After getting the error in the console, "reconnect" in the console.
No tags attached.
has duplicate 0001168closed  Clients can reconnect to servers despite getting errors that would normally terminate or crash the game in ZDoom 
png Screenshot_Doom_20121013_163703.png (26,653) 2012-11-04 12:33
/tracker/file_download.php?file_id=876&type=bug
png

png Screenshot_Doom_20121104_132430.png (234,333) 2012-11-04 12:33
/tracker/file_download.php?file_id=877&type=bug
png

? skin_error_01.pk3 (52,559) 2012-11-04 12:41
/tracker/file_download.php?file_id=878&type=bug
Issue History
2012-11-04 12:31unknownnaNew Issue
2012-11-04 12:32unknownnaNote Added: 0005311
2012-11-04 12:33unknownnaFile Added: Screenshot_Doom_20121013_163703.png
2012-11-04 12:33unknownnaFile Added: Screenshot_Doom_20121104_132430.png
2012-11-04 12:33unknownnaStatusnew => confirmed
2012-11-04 12:35unknownnaRelationship addedhas duplicate 0001168
2012-11-04 12:41unknownnaFile Added: skin_error_01.pk3
2012-11-04 12:42unknownnaNote Added: 0005312
2013-01-13 12:20Torr SamahoNote Added: 0005766
2013-01-13 12:20Torr SamahoStatusconfirmed => acknowledged
2013-01-13 12:20Torr SamahoResolutionopen => waiting for zdoom
2016-02-06 11:01Edward-sanNote Added: 0014341
2016-02-06 11:01Edward-sanStatusacknowledged => confirmed
2016-02-06 11:01Edward-sanResolutionwaiting for zdoom => open
2016-11-29 23:53Edward-sanNote Added: 0016392
2016-11-29 23:53Edward-sanAssigned To => Torr Samaho
2016-11-29 23:53Edward-sanStatusconfirmed => assigned
2016-11-30 19:20Torr SamahoNote Added: 0016398
2016-11-30 19:20Torr SamahoStatusassigned => needs testing
2016-11-30 19:20Torr SamahoTarget Version => 3.0
2016-12-03 20:01Edward-sanNote Added: 0016411
2016-12-04 16:41Torr SamahoNote Added: 0016417
2016-12-04 16:58Torr SamahoNote Added: 0016419
2016-12-08 04:16Ru5tK1ngNote Added: 0016448
2016-12-08 04:16Ru5tK1ngStatusneeds testing => resolved
2016-12-08 04:16Ru5tK1ngResolutionopen => fixed
2016-12-08 04:16Ru5tK1ngFixed in Version => 3.0
2016-12-08 10:20Edward-sanNote Added: 0016451
2018-09-30 21:55Blzut3Statusresolved => closed

Notes
(0005311)
unknownna   
2012-11-04 12:32   
Alright, I've got to slim down the example PK3.
(0005312)
unknownna   
2012-11-04 12:42   
I deleted the models, but thankfully it still seems to show the same symptoms.
(0005766)
Torr Samaho   
2013-01-13 12:20   
That behavior seems to be inherited from GZDoom (the model definitions are only parsed once). Just start a new game twice. The first time it will error out, the second time it will start. I didn't check the latest GZDoom version, but this definitely happens in GZDoom 323.
(0014341)
Edward-san   
2016-02-06 11:01   
With the example pk3, zandronum 3.0 beta has still the problem, but in latest gzdoom (I tested gzdoom 2.0.3), the program errors out before the game starts at all.

We need to check which commit introduced this.
(0016392)
Edward-san   
2016-11-29 23:53   
I stumpled upon this and discovered that backporting'https://bitbucket.org/Torr_Samaho/zandronum-zdoom-sync/commits/7185e756bd759a7e698b3ca9c7e4597acf5eac7f [^]' to 3.0 makes the program error out at startup as expected.
(0016398)
Torr Samaho   
2016-11-30 19:20   
Thanks for the info! I backported the changeset.
(0016411)
Edward-san   
2016-12-03 20:01   
We need to adjust it, because the compilation with SERVERONLY=1 fails currently:


CMakeFiles/zdoom.dir/r_data/sprites.o: In function `R_InitSprites()':
/home/edward-san/zdoom/zandronum/sandbox/src/r_data/sprites.cpp:1275: undefined reference to `gl_InitModels()'
(0016417)
Torr Samaho   
2016-12-04 16:41   
Thanks for the info. I'll fix that.
(0016419)
Torr Samaho   
2016-12-04 16:58   
Should be fixed now.
(0016448)
Ru5tK1ng   
2016-12-08 04:16   
With the latest changes, the server doesn't even load up the wad and as a result no clients can connect to it. I'm assuming that's intended behavior.
(0016451)
Edward-san   
2016-12-08 10:20   
To be more precise, the server would error out only if the server is executed by normal zandronum. If the server is compiled standalone, the wad still loads, but no client would be able to connect in any case.