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0000149Zandronum[All Projects] Bugpublic2010-10-31 17:432018-09-30 20:08
TIHan 
Torr Samaho 
normalcrashsometimes
closedfixed 
98d 
1.0 
0000149: NeoDoom crash
According to Spleen, there is a weird bug in NeoDoom where you stay dead too long and causes a skulltag crash.
Join a Co-op game or a survival game with lives, die once, and then wait around; don't respawn.
crash, invalid, online, player
zip CrashReport_neodoom.zip (16,812) 2010-10-31 18:43
/tracker/file_download.php?file_id=53&type=bug
zip CrashReport2_neodoom.zip (17,154) 2010-11-02 07:39
/tracker/file_download.php?file_id=68&type=bug
png Screenshot_Doom_20101102_083939.png (277,319) 2010-11-02 07:40
/tracker/file_download.php?file_id=69&type=bug
zip CrashReport3_neodoom.zip (17,294) 2010-11-02 08:00
/tracker/file_download.php?file_id=70&type=bug
zip CrashReport4_neodoom.zip (17,221) 2010-11-02 08:01
/tracker/file_download.php?file_id=71&type=bug
zip CrashReport5_neodoom_r3016.zip (17,383) 2010-11-02 22:45
/tracker/file_download.php?file_id=72&type=bug
zip CrashReport6_neodoom_r3016.zip (17,055) 2010-11-02 22:45
/tracker/file_download.php?file_id=73&type=bug
zip CrashReport7_neodoom_r3016.zip (17,048) 2010-11-02 22:56
/tracker/file_download.php?file_id=74&type=bug
? 2010.11.03_00.01.48_neodoom.cld (12,623) 2010-11-02 23:03
/tracker/file_download.php?file_id=75&type=bug
zip CrashReport8_neodoom_r3016_demo.zip (17,025) 2010-11-02 23:06
/tracker/file_download.php?file_id=76&type=bug
zip CrashReport9_neodoom_98a.zip (17,325) 2010-11-02 23:20
/tracker/file_download.php?file_id=77&type=bug
zip CrashReport10_neodoom_98a.zip (16,976) 2010-11-02 23:20
/tracker/file_download.php?file_id=78&type=bug
zip CrashReport_neodoom_98d_02.zip (16,799) 2011-02-26 09:27
/tracker/file_download.php?file_id=176&type=bug
zip CrashReport_neodoom_98d_01.zip (16,654) 2011-02-26 09:31
/tracker/file_download.php?file_id=177&type=bug
zip CrashReport_neodoom_98d_03.zip (16,908) 2011-02-27 08:49
/tracker/file_download.php?file_id=178&type=bug
zip CrashReport_neodoom_98d_04.zip (16,669) 2011-02-27 08:50
/tracker/file_download.php?file_id=179&type=bug
zip CrashReport_neodoom_98d_05.zip (16,977) 2011-02-27 09:19
/tracker/file_download.php?file_id=180&type=bug
png coop.png (103,781) 2011-03-06 10:11
/tracker/file_download.php?file_id=189&type=bug
png

png dm.png (144,594) 2011-03-06 10:12
/tracker/file_download.php?file_id=190&type=bug
png

? invalid_player_test.wad (757) 2011-03-06 10:14
/tracker/file_download.php?file_id=191&type=bug
Issue History
2010-10-31 17:43TIHanNew Issue
2010-10-31 18:42unknownnaNote Added: 0000489
2010-10-31 18:43unknownnaFile Added: CrashReport_neodoom.zip
2010-11-01 12:24Torr SamahoNote Added: 0000502
2010-11-01 12:25Torr SamahoStatusnew => feedback
2010-11-02 01:41TIHanNote Added: 0000527
2010-11-02 01:41TIHanStatusfeedback => new
2010-11-02 07:39unknownnaFile Added: CrashReport2_neodoom.zip
2010-11-02 07:40unknownnaFile Added: Screenshot_Doom_20101102_083939.png
2010-11-02 07:47unknownnaNote Added: 0000528
2010-11-02 08:00unknownnaFile Added: CrashReport3_neodoom.zip
2010-11-02 08:01unknownnaFile Added: CrashReport4_neodoom.zip
2010-11-02 08:03unknownnaNote Edited: 0000528bug_revision_view_page.php?bugnote_id=528#r258
2010-11-02 08:06unknownnaNote Edited: 0000528bug_revision_view_page.php?bugnote_id=528#r259
2010-11-02 21:41Torr SamahoNote Added: 0000530
2010-11-02 21:41Torr SamahoStatusnew => feedback
2010-11-02 22:44unknownnaNote Added: 0000534
2010-11-02 22:45unknownnaFile Added: CrashReport5_neodoom_r3016.zip
2010-11-02 22:45unknownnaFile Added: CrashReport6_neodoom_r3016.zip
2010-11-02 22:56unknownnaFile Added: CrashReport7_neodoom_r3016.zip
2010-11-02 22:57unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r261
2010-11-02 22:58unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r262
2010-11-02 23:03unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r263
2010-11-02 23:03unknownnaFile Added: 2010.11.03_00.01.48_neodoom.cld
2010-11-02 23:06unknownnaFile Added: CrashReport8_neodoom_r3016_demo.zip
2010-11-02 23:07unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r264
2010-11-02 23:20unknownnaFile Added: CrashReport9_neodoom_98a.zip
2010-11-02 23:20unknownnaFile Added: CrashReport10_neodoom_98a.zip
2010-11-02 23:23unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r265
2010-11-03 00:15unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r269
2010-11-03 00:17unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r270
2010-11-03 00:18unknownnaNote Edited: 0000534bug_revision_view_page.php?bugnote_id=534#r271
2010-11-06 21:01Torr SamahoNote Added: 0000561
2011-02-26 09:27unknownnaFile Added: CrashReport_neodoom_98d_02.zip
2011-02-26 09:31unknownnaFile Added: CrashReport_neodoom_98d_01.zip
2011-02-27 08:49unknownnaFile Added: CrashReport_neodoom_98d_03.zip
2011-02-27 08:50unknownnaFile Added: CrashReport_neodoom_98d_04.zip
2011-02-27 09:19unknownnaFile Added: CrashReport_neodoom_98d_05.zip
2011-02-27 12:46unknownnaNote Added: 0001129
2011-02-27 14:20unknownnaNote Edited: 0001129bug_revision_view_page.php?bugnote_id=1129#r560
2011-02-27 16:40unknownnaNote Added: 0001131
2011-03-06 10:10unknownnaNote Added: 0001140
2011-03-06 10:11unknownnaFile Added: coop.png
2011-03-06 10:12unknownnaFile Added: dm.png
2011-03-06 10:14unknownnaFile Added: invalid_player_test.wad
2011-03-06 15:28user35Note Added: 0001141
2011-03-07 06:00DevilHunterNote Added: 0001142
2011-03-27 00:53Torr SamahoNote Added: 0001189
2011-03-27 01:01unknownnaNote Added: 0001190
2011-03-27 01:55Torr SamahoNote Added: 0001191
2011-03-30 09:25unknownnaNote Added: 0001229
2011-03-31 00:20Torr SamahoNote Added: 0001238
2011-04-03 00:35Torr SamahoNote Added: 0001255
2011-04-03 00:38Torr SamahoAssigned To => Torr Samaho
2011-04-03 00:38Torr SamahoStatusfeedback => assigned
2011-04-03 00:39Torr SamahoStatusassigned => feedback
2011-04-03 05:22unknownnaNote Added: 0001259
2011-04-03 12:24Torr SamahoNote Added: 0001265
2011-04-03 12:42Torr SamahoNote Added: 0001266
2011-04-03 12:46Torr SamahoProduct Version => 98d
2011-04-03 12:52Torr SamahoStatusfeedback => resolved
2011-04-03 12:52Torr SamahoFixed in Version => 1.0
2011-04-03 12:52Torr SamahoResolutionopen => fixed
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 20:08Blzut3Statusresolved => closed

Notes
(0000489)
unknownna   
2010-10-31 18:42   
I've also noticed that people tend to crash with NeoDoom for some reason.
Here's another thread:'http://www.skulltag.com/forum/viewtopic.php?f=33&t=22467 [^]'

BTW, I also have a NeoDoom crash report lying around somewhere in a folder. I'll upload it here.
(0000502)
Torr Samaho   
2010-11-01 12:24   
Does it still happen in 98d? If so, does anybody have a crash log of one of the recent 98d beta builds?
(0000527)
TIHan   
2010-11-02 01:41   
Sorry. I didn't specify which version. The Attached Files CrashReport_neodoom.zip was from 98d-2999.
(0000528)
unknownna   
2010-11-02 07:47   
(edited on: 2010-11-02 08:06)
Just got a crash in NeoDoom with 98d-r3011.

Played with two clients on a local coop server without any ping emulation. I made one client idle at map start. At some point, the idling client got killed by imps. Then after approximately 3-5 minutes, I see the "P_PlayerThink: No body for player 2!" error.

I then alt-tabbed to the other client, which then crashed the dead client.

EDIT:

Got the same thing again, minus the "P_PlayerThink" issue. I alt-tabbed to the other dead client to check if the client still was on the server, but noticed that it had crashed. But when I alt-tabbed, the main client also crashed.

(0000530)
Torr Samaho   
2010-11-02 21:41   
I only store the debug databases of the official beta releases, so I can't debug the crash logs from the experimental builds. Can you try to get a crashlog with the latest beta build 3016?

Did these crashes also happen in 98a and 98b?
(0000534)
unknownna   
2010-11-02 22:44   
(edited on: 2010-11-03 00:18)
Alright, got some new crash reports in r3016.

However, there was no "P_PlayerThink" error. And it didn't crash until I alt-tabbed to check the dead idling client at map start. When I alt-tabbed, both clients crashed. But the server didn't crash though.

EDIT:

Got another crash. This time, the main client crashed out of the blue while playing. The idling client and the server did not crash. However, it looks like the idling client timed out after the crash.

Another thing I noticed is that every time a client connects to the server, dead cacodemons nearby play their death animation. Happens each time. I made a demo of it with 98d-r3016.

Got another crash report while playing the attached demo. Unrelated to the above. Skulltag fails to end the demo. If you then use "togglemap", Skulltag will crash.

It also crashes in 98a. It crashed when I alt-tabbed to check the dead player at map start. But when I alt-tabbed, both clients crashed. The server didn't crash.

unknownna wrote:
"However, there was no "P_PlayerThink" error. And it didn't crash until I alt-tabbed to check the dead idling client at map start. When I alt-tabbed, both clients crashed. But the server didn't crash though."

(0000561)
Torr Samaho   
2010-11-06 21:01   
This should fix the problem with improperly stopped demos.
(0001129)
unknownna   
2011-02-27 12:46   
(edited on: 2011-02-27 14:20)
Something in the DeHackEd patch is making the player corpses disappear. It takes approximately 30 seconds for the bodies to disappear after death. The death states are not ended with a -1 tic frame, i.e., "PLAY N -1". If you connect another client to the server when a corpse has disappeared, there will be a dummy player at the position of the corpse.

I think I found the root of it: If a player opens the console / menu when his corpse is gone, all clients on the server will crash.

For this to happen, you must not respawn after dying.

(0001131)
unknownna   
2011-02-27 16:40   
> If a player opens the console / menu when his corpse is gone, all clients on the server will crash.

It will not crash if cl_icons is 0. But firing a rail when a player is invalid will make the invalid player crash, even if cl_medals is 0.

Also, the view of invalid players will turn into a HOM in Skulltag (vid_forceddraw). It's not like this in GZDoom 323.
(0001140)
unknownna   
2011-03-06 10:10   
* If you're dead and invalid before a changemap map change, you will not be able to harm anything in the next map. That is, no hitscans / projectiles originating from you will spawn and alert monsters. You turn into a ghost-like player. Monsters can still harm you / see you.

Steps to reproduce:

1) Start a standard server with the example WAD.
2) Connect a client to the server.
3) Join the game.
4) Kill yourself and wait for your corpse to become invalid (35 tics).
5) "changemap X" in the server console.


* If you're spying on a player who turns invalid, you inherit his / her HUD display. I took some screenshots.
(0001141)
user35   
2011-03-06 15:28   
If you're spying on a player who turns invalid, you inherit his / her HUD display. I took some screenshots
Yes, I saw this too but in normal gameplay not only in NeoDoom
(0001142)
DevilHunter   
2011-03-07 06:00   
I'll like to add that Neodoom does Crash alot. Clientside AND ServerSide. I remember playing with least 10 people, and most just crash out with error's. Another time, was just playing, and it just went blank.

I think Neodoom just needs some srs rewriting for something. It's really buggy
(0001189)
Torr Samaho   
2011-03-27 00:53   
First and foremost, I'm pretty sure that you may not remove the active body of a players (even if the player is dead). For instance, this player would lose his camera position in this case. So what is the engine supposed to render?

> If a player opens the console / menu when his corpse is gone, all clients on the server will crash.

This should be fixed now.

> Also, the view of invalid players will turn into a HOM in Skulltag (vid_forceddraw). It's not like this in GZDoom 323.

I tried your example wad with GZDoom 323 and GZDoom crashes for me with it. Which hints that you are simply not allowed to remove the active body of a player.
(0001190)
unknownna   
2011-03-27 01:01   
> I tried your example wad with GZDoom 323 and GZDoom crashes for me with it. Which hints that you are simply not allowed to remove the active body of a player.

It crashes with the GL renderer. Try using the software renderer and see if it still crashes for you.
(0001191)
Torr Samaho   
2011-03-27 01:55   
> It crashes with the GL renderer. Try using the software renderer and see if it still crashes for you.

You are right, it doesn't crash with the software renderer, but it's till not working properly. For example, after your body was removed in DM in GZDoom, you won't have any weapon or ammo after respawning, another indication that you are not allowed to remove the active body of a player.
(0001229)
unknownna   
2011-03-30 09:25   
> If a player opens the console / menu when his corpse is gone, all clients on the server will crash.

> This should be fixed now.

The client with an invalid player body will still crash if a player fires a rail.
(0001238)
Torr Samaho   
2011-03-31 00:20   
> The client with an invalid player body will still crash if a player fires a rail.

I checked this. The crash happens because of the invalid camera of this player (the distance from the rail shooter to the player's camera position has to be calculated). This code simply doesn't make sense when the player doesn't have a camera. The only proper way to fix this is to prevent the player body from getting invalid.
(0001255)
Torr Samaho   
2011-04-03 00:35   
I made a change that should prevent the player body from getting invalid in your example wad and hopefully also in Neodoom. It intentionally prints a warning when it needs to do something, because I consider this to be a bug of the mod. Please test if it works properly.
(0001259)
unknownna   
2011-04-03 05:22   
> I made a change that should prevent the player body from getting invalid in your example wad and hopefully also in Neodoom. It intentionally prints a warning when it needs to do something, because I consider this to be a bug of the mod.

I see.

> Please test if it works properly.

It does. It works with NeoDoom as well. But the message is printed in red, but displayed in green in the console.
(0001265)
Torr Samaho   
2011-04-03 12:24   
> But the message is printed in red, but displayed in green in the console.

I think that is ZDoom's standard way to color a PRINT_BOLD message.
(0001266)
Torr Samaho   
2011-04-03 12:42   
Since the crashes should be prevented now and the players are informed that the wad does something wrong, I think we can consider this to be resolved.