MantisBT - Zandronum
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0001832Zandronum[All Projects] Bugpublic2014-06-14 08:562018-09-30 23:14
XutaWoo 
Torr Samaho 
normalmajoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
2.0-beta 
2.0 
0001832: Online Turns Finite 0 Tic Loops into Infinite Loops
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.
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?
No tags attached.
related to 0001200closed Torr Samaho "randomguy" causes clients to freeze in online games 
? finitelooptesting.wad (733) 2014-06-14 08:56
/tracker/file_download.php?file_id=1226&type=bug
Issue History
2014-06-14 08:56XutaWooNew Issue
2014-06-14 08:56XutaWooFile Added: finitelooptesting.wad
2014-06-14 11:01DuskNote Added: 0009280
2014-06-14 11:01DuskStatusnew => closed
2014-06-14 11:01DuskResolutionopen => not fixable
2014-06-14 11:01DuskRelationship addedrelated to 0001200
2014-06-14 11:26ZalewaNote Added: 0009281
2014-06-14 14:17ZalewaNote Added: 0009289
2014-06-14 14:18ZalewaNote Edited: 0009289bug_revision_view_page.php?bugnote_id=9289#r4960
2014-06-15 18:08Torr SamahoAssigned To => Torr Samaho
2014-06-15 18:08Torr SamahoStatusclosed => assigned
2014-06-15 18:52Torr SamahoNote Added: 0009474
2014-06-15 18:52Torr SamahoStatusassigned => needs testing
2014-06-15 19:04ZalewaNote Added: 0009475
2014-06-15 19:04XutaWooNote Added: 0009476
2014-07-22 21:16ArcoStatusneeds testing => resolved
2014-07-22 21:16ArcoResolutionnot fixable => fixed
2014-07-22 21:16ArcoFixed in Version => 2.0
2018-09-30 23:14Blzut3Statusresolved => closed

Notes
(0009280)
Dusk   
2014-06-14 11:01   
This is simply due to the fact that lag exists and cannot be fixed on our end.
(0009281)
Zalewa   
2014-06-14 11:26   
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.
(0009289)
Zalewa   
2014-06-14 14:17   
(edited on: 2014-06-14 14:18)
I would also remove relation with 1200 as it seems to not be related at all.

(0009474)
Torr Samaho   
2014-06-15 18:52   
This should fix the issue.
(0009475)
Zalewa   
2014-06-15 19:04   
Tested. Seems to work properly.
(0009476)
XutaWoo   
2014-06-15 19:04   
Works fantastic! After several tests, there were no freezes or hang-ups at all. Thanks!