MantisBT - Zandronum
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0001653Zandronum[All Projects] Bugpublic2014-01-10 20:182018-09-30 22:41
someoneelse 
Dusk 
normaltrivialalways
closedfixed 
2.0-beta 
1.3 
0001653: Shared keys only are shared when there are players on a server
Unlike sharedkeys.wad the Zandronum option "forgets" keys if there's no one on the server. But because if a key is taken, most often it means the area leading to the key is already cleared, I think having keys even if the server is empty would spare the player the necessity of running around the big, empty areas to gather the keys. (Also, sometimes people reconnect to the same server for various reasons).
I'm not sure if it was made like this or purpose, or rather a bug, but anyway, I am reporting.
No tags attached.
related to 0001769closed Dusk Shared keys stay after map reset in survival 
Issue History
2014-01-10 20:18someoneelseNew Issue
2014-01-10 21:14DuskNote Added: 0007943
2014-01-10 22:25someoneelseNote Added: 0007944
2014-01-10 22:26someoneelseNote Edited: 0007944bug_revision_view_page.php?bugnote_id=7944#r4390
2014-04-09 20:08DuskRelationship addedrelated to 0001769
2014-04-09 23:27DuskAssigned To => Dusk
2014-04-09 23:27DuskStatusnew => assigned
2014-06-04 16:07DuskNote Added: 0008844
2014-06-04 16:07DuskStatusassigned => needs review
2014-06-04 17:30DuskTarget Version => 1.3
2014-06-07 09:39Torr SamahoNote Added: 0008859
2014-06-07 09:39Torr SamahoStatusneeds review => feedback
2014-06-07 10:39DuskNote Added: 0008862
2014-06-07 10:43DuskStatusfeedback => assigned
2014-06-07 10:44DuskNote Edited: 0008862bug_revision_view_page.php?bugnote_id=8862#r4815
2014-06-08 11:35DuskNote Added: 0008910
2014-06-08 11:35DuskStatusassigned => needs review
2014-06-08 12:34DuskStatusneeds review => assigned
2014-06-08 13:17Torr SamahoNote Added: 0008914
2014-06-08 13:34DuskNote Added: 0008916
2014-06-08 13:34DuskStatusassigned => needs review
2014-06-08 14:13Torr SamahoNote Added: 0008919
2014-06-08 14:15Torr SamahoStatusneeds review => feedback
2014-06-08 14:27DuskStatusfeedback => assigned
2014-06-08 16:16DuskNote Edited: 0008859bug_revision_view_page.php?bugnote_id=8859#r4839
2014-06-08 16:16DuskNote Edited: 0008862bug_revision_view_page.php?bugnote_id=8862#r4840
2014-06-08 16:16DuskNote Edited: 0008910bug_revision_view_page.php?bugnote_id=8910#r4842
2014-06-08 16:16DuskNote Edited: 0008914bug_revision_view_page.php?bugnote_id=8914#r4844
2014-06-08 16:16DuskNote Edited: 0008916bug_revision_view_page.php?bugnote_id=8916#r4846
2014-06-08 16:16DuskNote Edited: 0008919bug_revision_view_page.php?bugnote_id=8919#r4848
2014-06-08 16:16DuskStatusassigned => needs review
2014-06-08 16:16DuskDescription Updatedbug_revision_view_page.php?rev_id=4850#r4850
2014-06-08 16:16DuskNote Added: 0008924
2014-06-08 16:45DuskNote Edited: 0008924bug_revision_view_page.php?bugnote_id=8924#r4852
2014-06-08 19:11Torr SamahoNote Added: 0008932
2014-06-08 19:13Torr SamahoStatusneeds review => needs testing
2014-06-08 22:36ArcoNote Added: 0008943
2014-06-08 22:36ArcoStatusneeds testing => resolved
2014-06-08 22:36ArcoResolutionopen => fixed
2014-06-08 22:36ArcoDescription Updatedbug_revision_view_page.php?rev_id=4855#r4855
2018-09-30 22:41Blzut3Statusresolved => closed

Notes
(0007943)
Dusk   
2014-01-10 21:14   
this is kind of semi-intentional, I was aware of this when I first wrote the feature but figured to do nothing about it. The behavior can of course be changed though.
(0007944)
someoneelse   
2014-01-10 22:25   
(edited on: 2014-06-08 16:16)
I guess it would be very nice, for the reasons I stated in a main post... It's sure better to be able to jump right into the action when joining abandoned game, than run around and admire dead bodies while searching for a key :)

(0008844)
Dusk   
2014-06-04 16:07   
(edited on: 2014-06-08 16:16)
'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/35/shared-keys-largely-rewritten [^]'
(0008859)
Torr Samaho   
2014-06-07 09:39   
(edited on: 2014-06-08 16:16)
Two things I noticed:

- I'm wondering if it's correct to call SERVER_SyncSharedKeys in P_SpawnPlayer in case bClientUpdate is false. P_SpawnPlayer will not tell the clients to spawn the player in this case, but SERVER_SyncSharedKeys will tell the clients to give the keys to the player that they didn't even spawn.

- __func__ is not supported under VC++, so the error message in sv_main.cpp needs to be adjusted.
(0008862)
Dusk   
2014-06-07 10:39   
(edited on: 2014-06-08 16:16)
Quote
I'm wondering if it's correct to call SERVER_SyncSharedKeys in P_SpawnPlayer in case bClientUpdate is false.

Hrm. Probably is not. I'll amend this.

Quote
- __func__ is not supported under VC++, so the error message in sv_main.cpp needs to be adjusted.

:-|.
edit: ah, it was only standardized in C++11..

(0008910)
Dusk   
2014-06-08 11:35   
(edited on: 2014-06-08 16:16)
Please review/pull this:'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/43 [^]'

This is the value tracking part of the dmflags difference thing. I could use it here as well to suppress needless messages.
(0008914)
Torr Samaho   
2014-06-08 13:17   
(edited on: 2014-06-08 16:16)
Quote from Dusk
Please review/pull this:https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/43

Done.
(0008916)
Dusk   
2014-06-08 13:34   
(edited on: 2014-06-08 16:16)
And here's the real thing now:
'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/44 [^]'
(0008919)
Torr Samaho   
2014-06-08 14:13   
(edited on: 2014-06-08 16:16)
It would be better to call "g_keysFound.Clear()" in GAME_ResetMap() instead of
SURVIVAL_DoFight. This way the keys are properly cleared no matter which game mode reset the map or if the reset was made in *_DoFight or because a mod called ResetMap.
(0008924)
Dusk   
2014-06-08 16:16   
(edited on: 2014-06-08 16:45)
'https://bitbucket.org/Torr_Samaho/zandronum-stable/pull-request/46 [^]'

edit: ouch! a python accident happened and all notes got no-op edits.

(0008932)
Torr Samaho   
2014-06-08 19:11   
Pulled.
(0008943)
Arco   
2014-06-08 22:36   
Works correctly in r140608-2119.