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(0015876)
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WaTaKiD
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2016-10-10 02:00
(edited on: 2016-10-10 02:41) |
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(0015877)
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unknownna
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2016-10-10 03:44
(edited on: 2016-10-10 04:09) |
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Nice find. This also breaks sv_maxplayers and allows you to create a 3rd dummy player after increasing sv_maxplayers if both players are in line before increasing max players.
1. zandronum -host -iwad doom2.wad +sv_maxplayers 1
2. zandronum -iwad doom2.wad -connect localhost
3. zandronum -iwad doom2.wad -connect localhost
4. Client A joins the game.
5. Client B joins the game, putting it in line.
6. Client A disconnects.
7. Client B joins the game.
8. Client A reconnects.
9. Client A joins, putting it in line.
10. "sv_maxplayers 2" in the server console. Both clients respawn at map start and client B leaves dummy body behind that turns into a dummy player if you shoot it.
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(0015959)
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Torr Samaho
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2016-10-13 19:33
(edited on: 2016-10-13 19:34) |
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This change should fix the duel problem, but I'm not sure if it has any side effects. Thus, I only pushed it to the sandbox for further testing.
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(0015970)
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unknownna
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2016-10-13 23:15
(edited on: 2016-10-14 00:25) |
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Thanks for the build, WaTaKiD.
The build seems to have fixed the disconnect issue. I tested with spectating and disconnecting, manipulating line positions and raising sv_maxplayers and the server seemed to properly allow the correct players in line to enter the game when sv_maxplayers was raised.
I'd like to keep the ticket open for a while to test it some more.
Edit:
I also tested it in CTF and it seems to work well there too now.
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(0015974)
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Dusk
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2016-10-14 05:03
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Tested the duel queue upon disconnects and stuff and everything worked. Didn't test anything in CTF. |
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I went ahead and did the rest of the queue testing for ctf and it seemed to work fine with spectating and disconnects. |
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