MantisBT - Zandronum |
View Issue Details |
|
ID | Project | Category | View Status | Date Submitted | Last Update |
0002712 | Zandronum | [All Projects] Bug | public | 2016-04-28 09:24 | 2018-09-11 14:24 |
|
Reporter | fr-blood | |
Assigned To | Leonard | |
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | fixed | |
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 |
Product Version | 2.1 | |
Target Version | 3.1 | Fixed in Version | 3.1 | |
|
Summary | 0002712: Teleport + "On Projectile Inpact" is bugged online |
Description | Hi everyone, I found a bug about activing the Teleport function by shooting a switch.
Online if you do that there are chances for you to be teleported and then moved back to your position all that in less than 1 seconde. |
Steps To Reproduce | 1. Launch teleportbug.wad MAP01
2. Take the Chaigun then shoot the switch in front of you
3. You are teleported on the 3D Teleport spot fine offline.
4. Launch it on a server then do the same thing by moving
* There are chance for you to be teleported or to be moved back at your
old position. |
Additional Information | I've found that bug on Complex Doom Invasion, map CDM13. |
Tags | No tags attached. |
Relationships | related to | 0002859 | resolved | Leonard | Gametic-based unlagged seemingly goes out of sync often compared to ping-based unlagged |
|
Attached Files | teleportbug.wad (8,363) 2016-04-28 09:24 https://zandronum.com/tracker/file_download.php?file_id=1794&type=bug |
|
Issue History |
Date Modified | Username | Field | Change |
2016-04-28 09:24 | fr-blood | New Issue | |
2016-04-28 09:24 | fr-blood | File Added: teleportbug.wad | |
2016-04-28 11:45 | Edward-san | Note Added: 0014762 | |
2016-04-28 11:45 | Edward-san | Status | new => confirmed |
2016-04-28 11:55 | Edward-san | Note Edited: 0014762 | bug_revision_view_page.php?bugnote_id=14762#r8932 |
2016-04-28 11:56 | Edward-san | Note Edited: 0014762 | bug_revision_view_page.php?bugnote_id=14762#r8933 |
2016-04-28 15:38 | fr-blood | Note Added: 0014763 | |
2016-04-28 18:19 | Edward-san | Note Added: 0014764 | |
2016-10-14 13:29 | unknownna | Relationship added | related to 0002859 |
2016-10-14 13:35 | unknownna | Note Added: 0015987 | |
2016-10-14 13:41 | unknownna | Note Edited: 0015987 | bug_revision_view_page.php?bugnote_id=15987#r9733 |
2016-10-14 13:45 | unknownna | Note Edited: 0015987 | bug_revision_view_page.php?bugnote_id=15987#r9734 |
2016-10-14 13:58 | unknownna | Note Edited: 0015987 | bug_revision_view_page.php?bugnote_id=15987#r9738 |
2016-10-14 13:59 | unknownna | Note Edited: 0015987 | bug_revision_view_page.php?bugnote_id=15987#r9739 |
2018-08-24 01:36 | unknownna | Note Added: 0019392 | |
2018-08-24 21:26 | Leonard | Note Added: 0019396 | |
2018-08-24 21:26 | Leonard | Assigned To | => Leonard |
2018-08-24 21:26 | Leonard | Reproducibility | random => always |
2018-08-24 21:26 | Leonard | Status | confirmed => needs review |
2018-08-24 21:26 | Leonard | Target Version | => 3.1 |
2018-08-24 21:33 | Leonard | Note Edited: 0019396 | bug_revision_view_page.php?bugnote_id=19396#r11679 |
2018-08-26 19:37 | Torr Samaho | Note Added: 0019414 | |
2018-08-26 19:37 | Torr Samaho | Status | needs review => needs testing |
2018-09-11 14:24 | unknownna | Note Added: 0019505 | |
2018-09-11 14:24 | unknownna | Status | needs testing => resolved |
2018-09-11 14:24 | unknownna | Resolution | open => fixed |
2018-09-11 14:24 | unknownna | Fixed in Version | => 3.1 |
Notes |
|
(0014762)
|
Edward-san
|
2016-04-28 11:45
(edited on: 2016-04-28 11:56) |
|
When cl_showonetickpredictionerrors is enabled, this is printed:
(255) WARNING! ServerXYZ does not match local origin after 1 tick!
X: -2097152, -14680064
Y: -12582912, 2097152
Z: 0, 7340032
client prediction issue?
Anyways, does it happen in zandronum 1.0 or even before?
|
|
|
|
Tested it like 30 times on Zandronum 1.0, and no it didn't happen. |
|
|
|
|
|
(0015987)
|
unknownna
|
2016-10-14 13:35
(edited on: 2016-10-14 13:59) |
|
It seems to be caused by the gametic-unlagged working with the tic buffer. If I disable the tic buffer I don't get the desync when cl_ticsperupdate is 1. I believe it's directly related to my observations in 0002859, as it mostly desyncs when joining the game, when respawning, after map resets and after changemap map changes.
However, even with the tic buffer disabled it still desyncs a lot if cl_ticsperupdate is 2/3.
|
|
|
|
This is still broken in 3.1, even with all the unlagged fixes. It works with a local connection to the server, but if you have some slight latency (30 ping), it'll break and you'll be teleported back to the wrong spot when shooting the switch.
Quote from unknownna If I disable the tic buffer I don't get the desync when cl_ticsperupdate is 1.
Weird, it seems to desync now even with the tic buffer off in both 3.0 and 3.1, suggesting that it's mostly caused by the unlagged behavior. It's been broken forever it seems, as I'm able to reproduce it in 1.0, and even Skulltag 98d.
I must be testing it differently this time or something, because IIRC I isolated the issue to the tic buffer in the past, but now it happens all the time regardless of the tic buffer being on or off.
One thing I also observed is that the client spawns multiple TeleportFog actors when teleporting online. It seems to spawn more actors if multiple puffs hit the switch at the same time, for instance when shooting the switch with a shotgun or a SSG. |
|
|
(0019396)
|
Leonard
|
2018-08-24 21:26
(edited on: 2018-08-24 21:33) |
|
Unlagged was simply never designed to take in account shots that would teleport players.
The player's position is changed before unlagged restores its recorded position.
Fortunately sector planes aren't affected by this kind of problem as it seems to be impossible to directly change their height (as they always use a thinker as proxy to do so).
PR.
EDIT:
Quote from unknownna One thing I also observed is that the client spawns multiple TeleportFog actors when teleporting online. It seems to spawn more actors if multiple puffs hit the switch at the same time, for instance when shooting the switch with a shotgun or a SSG.
Considering edward's note, if you manage to find a replicable misprediction feel free to report it.
|
|
|
|
Thanks for the patch! Added. |
|
|
|
It seems that your fix took care of the main issue in addition to the teleport fog issue with multiple puffs (it still spawns multiple fogs for projectiles, but it also happens offline and is a harmless ZDoom behavior). Nice work! Tested with various ping levels and with cl_ticsperupdate 1, 2 and 3.
Quote from Leonard Considering edward's note, if you manage to find a replicable misprediction feel free to report it.
I didn't notice any mispredictions other than the multiple teleport fog issue with multiple puffs hitting the switch at the same time, which your fix seems to have taken care of. |
|