MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0001832 | Zandronum | [All Projects] Bug | public | 2014-06-14 08:56 | 2018-09-30 23:14 |
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Reporter | XutaWoo | |
Assigned To | Torr Samaho | |
Priority | normal | Severity | major | Reproducibility | always |
Status | closed | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 2.0-beta | |
Target Version | | Fixed in Version | 2.0 | |
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Summary | 0001832: Online Turns Finite 0 Tic Loops into Infinite Loops |
Description | I've noticed that, when an actor that uses a finite 0 tic loop is spawned by another actor, online Zandronum attempts to break the finite loop claiming it is infinite. Then ... it turns it infinite.
Soon the client ( and possibly the server if there's no client siding ) freezes to a halt if the loop is used to spawn another actor as said actor is created ad nasuem, never stopping until the client disconnects ( usually by a helpful kick ). Nothing like this occur offline, in Zandronum or ZDoom. |
Steps To Reproduce | 1. Download the included wad.
2. Summon DoomImp2
3. Shoot the imp. Shoot it a second time if it doesn't go into its Pain state.
If you're offline, the imp will shoot out a circular effect. If you're online, it kind of ... freaks out.
The actor that spawns the fake fireballs is Hitspark. Notice how you can summon it offline, but not online. Or, at least, it doesn't spawn anything online. Perhaps this is linked? |
Additional Information | |
Tags | No tags attached. |
Relationships | related to | 0001200 | closed | Torr Samaho | "randomguy" causes clients to freeze in online games |
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Attached Files | finitelooptesting.wad (733) 2014-06-14 08:56 /tracker/file_download.php?file_id=1226&type=bug |
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Issue History |
Date Modified | Username | Field | Change |
2014-06-14 08:56 | XutaWoo | New Issue | |
2014-06-14 08:56 | XutaWoo | File Added: finitelooptesting.wad | |
2014-06-14 11:01 | Dusk | Note Added: 0009280 | |
2014-06-14 11:01 | Dusk | Status | new => closed |
2014-06-14 11:01 | Dusk | Resolution | open => not fixable |
2014-06-14 11:01 | Dusk | Relationship added | related to 0001200 |
2014-06-14 11:26 | Zalewa | Note Added: 0009281 | |
2014-06-14 14:17 | Zalewa | Note Added: 0009289 | |
2014-06-14 14:18 | Zalewa | Note Edited: 0009289 | bug_revision_view_page.php?bugnote_id=9289#r4960 |
2014-06-15 18:08 | Torr Samaho | Assigned To | => Torr Samaho |
2014-06-15 18:08 | Torr Samaho | Status | closed => assigned |
2014-06-15 18:52 | Torr Samaho | Note Added: 0009474 | |
2014-06-15 18:52 | Torr Samaho | Status | assigned => needs testing |
2014-06-15 19:04 | Zalewa | Note Added: 0009475 | |
2014-06-15 19:04 | XutaWoo | Note Added: 0009476 | |
2014-07-22 21:16 | Arco | Status | needs testing => resolved |
2014-07-22 21:16 | Arco | Resolution | not fixable => fixed |
2014-07-22 21:16 | Arco | Fixed in Version | => 2.0 |
2018-09-30 23:14 | Blzut3 | Status | resolved => closed |
Notes |
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(0009280)
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Dusk
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2014-06-14 11:01
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This is simply due to the fact that lag exists and cannot be fixed on our end. |
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(0009281)
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Zalewa
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2014-06-14 11:26
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What does lag have to do with this, considering that spawned actors are set to be CLIENTSIDE? I see no obvious problems with the DECORATE code, so it's possible that the A_GiveInventory() doesn't work due to the CLIENTSIDE flag and this causes the infinite loop.
This started to work properly when I removed all CLIENTSIDE references from the code, but now each time an Imp gets hit it takes about 2kB/s of traffic until the fire ring disperses. |
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(0009289)
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Zalewa
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2014-06-14 14:17
(edited on: 2014-06-14 14:18) |
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I would also remove relation with 1200 as it seems to not be related at all.
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This should fix the issue. |
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(0009475)
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Zalewa
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2014-06-15 19:04
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Tested. Seems to work properly. |
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Works fantastic! After several tests, there were no freezes or hang-ups at all. Thanks! |
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