MantisBT - Zandronum
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0002363Zandronum[All Projects] Bugpublic2015-07-26 19:532018-09-30 22:15
Edward-san 
Torr Samaho 
normalminorhave not tried
closedfixed 
LinuxUbuntu14.04 x86-64
3.0-beta 
3.03.0 
0002363: COUNTSECRET actors are not handled properly online
Since its introduction, which happened in ZDoom r2826 , the total secret count can be adjusted during the gameplay with Decorate A_ChangeFlag("COUNTSECRET",...). Currently, clients won't update the secret count when it happens, and also, newly connected clients won't get the updated secret count value.
Host a server with the attached decorate file with 'sv_cheats' enabled.
Connect with a client, join and summon 'secretclip'.

Offline, when it's spawned, the secret count increases and when picked up, the secret message appears. Online, it happens neither of them.
Now disconnect and reconnect. The secret count still has the same value as the original map, even though the server thinks it increased.
No tags attached.
txt decorate.txt (134) 2015-07-26 19:54
/tracker/file_download.php?file_id=1592&type=bug
Issue History
2015-07-26 19:53Edward-sanNew Issue
2015-07-26 19:54Edward-sanFile Added: decorate.txt
2015-08-09 08:50Torr SamahoAssigned To => Torr Samaho
2015-08-09 08:50Torr SamahoStatusnew => assigned
2015-08-09 09:40cobaltStatusassigned => needs testing
2015-08-09 09:40cobaltTarget Version => 3.0
2015-08-09 09:40cobaltSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=7842#r7842
2015-08-09 09:40cobaltNote Added: 0013138
2015-08-09 09:40Torr SamahoNote Added: 0013139
2015-08-09 09:52Edward-sanNote Added: 0013140
2015-08-09 09:54Edward-sanNote Edited: 0013140bug_revision_view_page.php?bugnote_id=13140#r7844
2015-11-17 03:53Ru5tK1ngNote Added: 0013835
2015-11-20 00:22Edward-sanNote Added: 0013861
2015-12-07 02:09Ru5tK1ngStatusneeds testing => resolved
2015-12-07 02:09Ru5tK1ngResolutionopen => fixed
2015-12-07 02:09Ru5tK1ngFixed in Version => 3.0
2015-12-07 02:09Ru5tK1ngSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=8296#r8296
2018-09-30 22:15Blzut3Statusresolved => closed

Notes
(0013138)
cobalt   
2015-08-09 09:40   
Issue addressed by commit 450e3dc28ce8: Fixed: The COUNTSECRET flag was not handled online (fixes 2363). Note: This also fixes that newly connecting clients were not properly informed about the secrets that were already revealed.
Committed by Benjamin Berkels [Torr Samaho] on Sunday 09 August 2015 11:38:35

Changes in files:

 docs/zandronum-history.txt | 1 +
 src/cl_main.cpp | 6 ++++++
 src/network_enums.h | 1 +
 src/p_spec.cpp | 35 +++++++++++++++++++++--------------
 src/sv_commands.cpp | 9 +++++++++
 src/sv_commands.h | 1 +
 src/sv_main.cpp | 4 +++-
 src/thingdef/thingdef_codeptr.cpp | 4 ++++
 8 files changed, 46 insertions(+), 15 deletions(-)

(0013139)
Torr Samaho   
2015-08-09 09:40   
This should be fixed now. The fix also fixes the ancient issue that newly connecting clients were not informed about the secrets that were already revealed. I had to change the secret handling from client side to server side for this, so possibly some things still need to be adjusted.
(0013140)
Edward-san   
2015-08-09 09:52   
(edited on: 2015-08-09 09:54)
Quote from Torr Samaho

The fix also fixes the ancient issue that newly connecting clients were not informed about the secrets that were already revealed.


I believe clients were never updated about the players' revealed secrets, unless a spectator spies a player which does the revealing, so imho this doesn't seem to be useful.

Even if it were useful, each player reveals its own secrets, so the found secret count would be different for each player, so this informing the clients idea seems to be inconsistent.

(0013835)
Ru5tK1ng   
2015-11-17 03:53   
Why would players have separate secret counts? I'm certain players share the same pool in coop. What instance are you specifically referring to?

As for the test case, it updates the count correctly online with a message and the count is correct after leaving the server.
(0013861)
Edward-san   
2015-11-20 00:22   
Yeah, after making that comment, I asked in the zdoom forum about this (multiplayer zdoom does the same as zandronum) the whole thing was just not a bug.