MantisBT - Zandronum
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0003025Zandronum[All Projects] Bugpublic2017-02-26 12:142017-03-12 20:48
Filystea 
 
lowminoralways
closedno change required 
2.1 
 
0003025: Breaking infinite loop ( the loop is not infinite )
First of all this does not break any game play.
I have a sphere of imp balls that is made with two loops.
Each time it is created i get message that endless loop was broke.
Pretty sure the loop is not endless unless i miss something. (no problem on signle player)

Maybe this is not a bug ? I can make an example. I think this happens ONLY on multi player.
I will provide the code if this is considered bug.
Linux zandronum 4.9.0-1-amd64 #1 SMP Debian 4.9.6-3 (2017-01-28) x86_64 GNU/Linux

ZandroDev3.0-170205-2117linux-x86_64
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? loop.pk3 (634) 2017-02-26 15:05
/tracker/file_download.php?file_id=2033&type=bug
? loopex.pk3 (644) 2017-03-05 17:59
/tracker/file_download.php?file_id=2039&type=bug
Issue History
2017-02-26 12:14FilysteaNew Issue
2017-02-26 12:15FilysteaNote Added: 0016897
2017-02-26 12:33DuskNote Added: 0016898
2017-02-26 12:33DuskStatusnew => feedback
2017-02-26 12:33FusedNote Added: 0016899
2017-02-26 13:17IvanNote Added: 0016900
2017-02-26 15:05FilysteaFile Added: loop.pk3
2017-02-26 15:09FilysteaNote Added: 0016902
2017-02-26 15:09FilysteaStatusfeedback => new
2017-02-26 15:10FilysteaNote Edited: 0016902bug_revision_view_page.php?bugnote_id=16902#r10219
2017-03-05 17:54Torr SamahoNote Added: 0016937
2017-03-05 17:54Torr SamahoProduct Version => 2.1
2017-03-05 17:58Torr SamahoNote Added: 0016938
2017-03-05 17:59Torr SamahoFile Added: loopex.pk3
2017-03-12 12:29Torr SamahoStatusnew => feedback
2017-03-12 18:52FilysteaNote Added: 0016976
2017-03-12 18:52FilysteaStatusfeedback => new
2017-03-12 19:20Torr SamahoNote Added: 0016977
2017-03-12 19:20Torr SamahoStatusnew => feedback
2017-03-12 20:06FilysteaNote Added: 0016981
2017-03-12 20:06FilysteaStatusfeedback => new
2017-03-12 20:07FilysteaNote Edited: 0016981bug_revision_view_page.php?bugnote_id=16981#r10244
2017-03-12 20:31Torr SamahoNote Added: 0016985
2017-03-12 20:33FilysteaNote Added: 0016986
2017-03-12 20:36FilysteaNote Edited: 0016986bug_revision_view_page.php?bugnote_id=16986#r10248
2017-03-12 20:47Torr SamahoNote Added: 0016988
2017-03-12 20:48Torr SamahoStatusnew => closed
2017-03-12 20:48Torr SamahoResolutionopen => no change required

Notes
(0016897)
Filystea   
2017-02-26 12:15   
The info about breaking the loop is passed on end of loop when the job is done.
(0016898)
Dusk   
2017-02-26 12:33   
Please post the code demonstrating the issue. You said "I will provide the code if this is considered bug." but we can't tell whether or not it's a bug without it.
(0016899)
Fused   
2017-02-26 12:33   
There's no way we can conclude whether or not this is a bug when there's no example
(0016900)
Ivan   
2017-02-26 13:17   
'https://www.dropbox.com/s/a0x8daywn1u3ec2/loopex.pk3?dl=0 [^]' -- Example.

Summon "HEGrenadeX". Repeat a few times and you should see the loop errors. It happens to me with A_JumpIF and user variables. (Anything that involves those really, must be a prediction problem)

Also, this showcases the bounce mispredictions still taking effect (aim at doom 2 map01 stairs, and watch it bounce to some direction but go straight etc.)
(0016902)
Filystea   
2017-02-26 15:09   
(edited on: 2017-02-26 15:10)
I uploaded example.

In my mod i have this repeating often but here this seem to behave like this.

MUST BE MULTIPLAYER GAME.

Set cheats on server;
Enter game.
Now summon loopex
You will have information *breaking infinite loop*. And this won't repeat. To repeate it you must leave server and join and summon loopex again. Tho in my mod monster using something similar made it trigger many times while same map playing.
WHAT IS MORE.
If you try to summon on spectating the loopex actor it it will inform you there is division by zero.

All this seem to work fine on single player.

(0016937)
Torr Samaho   
2017-03-05 17:54   
For the record, the behavior is the same in 2.1.2 and 3.0.
(0016938)
Torr Samaho   
2017-03-05 17:58   
I had a look at the code of loop.pk3 and with our current jump handling, there indeed is an infinite loop with zero duration on the client. The client in general doesn't have enough information to handle the jump in A_Jumpif and thus always ignores the jump for non-clientside actors. Thus, Spawn2 is an infinite loop for the client.
(0016976)
Filystea   
2017-03-12 18:52   
Status changed to feedback without any information. Not sure. I can do some testing since i reported this certain issue but no info was given.
(0016977)
Torr Samaho   
2017-03-12 19:20   
0003025:0016938 is what I'd like to have feedback on.
(0016981)
Filystea   
2017-03-12 20:06   
(edited on: 2017-03-12 20:07)
" with our current jump handling, there indeed is an infinite loop with zero duration on the client."

That is more of a statement.
Did the new version came out?

Unless this was not directed to me.

(0016985)
Torr Samaho   
2017-03-12 20:31   
Yeah, you are right, it's more of a statement. So, with our current jump handling this is an infinite loop on the client, thus, the error message is correct. Did the explanation in 0003025:0016938 convince you of that? Or do you have any questions regrading this?

Quote from Filystea
Did the new version came out?

Which new version are you referring to?
(0016986)
Filystea   
2017-03-12 20:33   
(edited on: 2017-03-12 20:36)
Ok I see so this is not a bug. Allright i did not understand you ( missunderstand you ).

All clear tho I would advice to fix the var handling in future or give information that that variables can't handle loops.

(0016988)
Torr Samaho   
2017-03-12 20:47   
Ok. A revamp of the jump system that should also fix this problem is planned, but won't be in 3.0.

So for now, I'm closing this issue.