MantisBT - Zandronum
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0000317Zandronum[All Projects] Bugpublic2011-03-06 00:052018-09-30 19:59
unknownna 
Torr Samaho 
highmajoralways
closedfixed 
98d 
1.0 
0000317: Lifts desync for all clients in-game and for newly connected clients if unlagged is enabled
If a client activates a lift by firing at it while having cl_unlagged set to 1, the lift will desync for all clients in-game and for newly connected clients. This can break the gameplay.
1) Start a standard server with the example WAD.
2) Connect a client to the server with an emulated ping of approximately 300 ms.
3) Join the game.
4) Hold the fire button while aiming at the lifts.
5) The lifts will gradually desync when lowering / raising.
Special thanks to -=Dark-Slayer=- for reporting this issue.
desync, lift, online, platform, unlagged
png Screenshot_Doom_20110306_003332.png (38,538) 2011-03-06 00:05
/tracker/file_download.php?file_id=187&type=bug
png

? platform_desync_test.wad (7,784) 2011-03-06 00:06
/tracker/file_download.php?file_id=188&type=bug
png Screenshot_Doom_20110711_193052.png (171,716) 2011-07-11 17:37
/tracker/file_download.php?file_id=378&type=bug
png
Issue History
2011-03-06 00:05unknownnaNew Issue
2011-03-06 00:05unknownnaFile Added: Screenshot_Doom_20110306_003332.png
2011-03-06 00:06unknownnaFile Added: platform_desync_test.wad
2011-07-11 17:37unknownnaNote Added: 0001880
2011-07-11 17:37unknownnaFile Added: Screenshot_Doom_20110711_193052.png
2011-07-12 01:59Torr SamahoNote Added: 0001881
2011-07-12 02:04Torr SamahoAssigned To => Torr Samaho
2011-07-12 02:04Torr SamahoStatusnew => feedback
2011-07-12 02:06Torr SamahoNote Edited: 0001881bug_revision_view_page.php?bugnote_id=1881#r940
2011-07-12 02:22unknownnaNote Added: 0001882
2011-07-12 02:22unknownnaStatusfeedback => assigned
2011-07-12 17:21unknownnaNote Edited: 0001882bug_revision_view_page.php?bugnote_id=1882#r942
2011-07-12 17:26unknownnaNote Edited: 0001882bug_revision_view_page.php?bugnote_id=1882#r943
2011-07-13 00:21Torr SamahoNote Added: 0001893
2011-07-13 00:21Torr SamahoStatusassigned => resolved
2011-07-13 00:21Torr SamahoFixed in Version => 1.0
2011-07-13 00:21Torr SamahoResolutionopen => fixed
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2018-09-30 19:59Blzut3Statusresolved => closed

Notes
(0001880)
unknownna   
2011-07-11 17:37   
FYI, this bug is heavily exploited in AOW2 servers.

> Also elevators break after awhile, not going back up to full height.

It breaks the intended gameplay.
(0001881)
Torr Samaho   
2011-07-12 01:59   
(edited on: 2011-07-12 02:06)
I see, this is caused by a design flaw of part how the unlagged code. This should work around the problem.

BTW: The term desync is misleading here since the position of the lifts (at least as far as I can tell) is perfectly synced between client and server. The position is just not what it should be, but client and server agree on the wrong position.

(0001882)
unknownna   
2011-07-12 02:22   
(edited on: 2011-07-12 17:26)
> This should work around the problem.

It fixed the issue. Good riddance. Hopefully the fix didn't break anything.

> BTW: The term desync is misleading here since the position of the lifts (at least as far as I can tell) is perfectly synced between client and server. The position is just not what it should be, but client and server agree on the wrong position.

Indeed, you're right. And thank you very much for fixing this issue.

Edit:

But I noticed something. It's very trivial, but it didn't happen in 98d: When bots are added into an AOW2 game online, they are seen (Coop spy/info/Weapon.PreferredSkin) as using the fist (SelfHeal) instead of the SSG (Military-DoubleShotgun). It corrects itself if you either reconnect, turn into a spectator, or kill the bots once.

(0001893)
Torr Samaho   
2011-07-13 00:21   
> It's very trivial, but it didn't happen in 98d: When bots are added into an AOW2 game online, they are seen (Coop spy/info/Weapon.PreferredSkin) as using the fist (SelfHeal) instead of the SSG (Military-DoubleShotgun). It corrects itself if you either reconnect, turn into a spectator, or kill the bots once.

Can you create a minimal example wad and a new ticket for this?