MantisBT - Zandronum |
View Issue Details |
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ID | Project | Category | View Status | Date Submitted | Last Update |
0000817 | Zandronum | [All Projects] Bug | public | 2012-04-26 18:08 | 2015-06-10 02:52 |
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Reporter | Tiger | |
Assigned To | Torr Samaho | |
Priority | high | Severity | major | Reproducibility | sometimes |
Status | assigned | Resolution | open | |
Platform | | OS | | OS Version | |
Product Version | 98d | |
Target Version | | Fixed in Version | | |
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Summary | 0000817: Thing x/y/z position desync between client/server |
Description | Quote from Tiger When playing STFBall_Beta2, the ball will sometimes desync from the clients.
The ball can easily desync when there is other actors on the map (like map04), and the ball can sometimes desync when pushing the ball and kicking it at the same time. If you don't really get rough with the ball, the ball wont really desync; however if you get rough with the ball or have 8+ player you will see the ball desync at times.
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Steps To Reproduce | 1. skulltag.exe -file thing_desync_01.wad -host +sv_cheats 1
2. Connect a client to the server and join the game.
3. "give all; god" in the console.
4. Attack the dummy player actor with the rocket launcher. |
Additional Information | Actor DummyPlayer 32767
{
Health 2147483647
Radius 16
Height 56
Mass 100
+SOLID
+SHOOTABLE
+DROPOFF
+SLIDESONWALLS
+CANPASS
+FLOORCLIP
+WINDTHRUST
+TELESTOMP
+NOBLOCKMONST
States
{
Spawn:
TNT1 A 0
TNT1 A 0 A_SpawnItemEx ("ServerSideActor", 0, 0, 0, 0, 0, 0, 0, 0, 0)
TNT1 A 0 A_SpawnItemEx ("ClientSideActor", 0, 0, 0, 0, 0, 0, 0, SXF_CLIENTSIDE, 0)
TNT1 A 1
Loop
}
}
Actor ServerSideActor
{
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
PLAY A 2 Bright
Stop
}
}
Actor ClientSideActor
{
Translation 2
+NOBLOCKMAP
+NOGRAVITY
States
{
Spawn:
PLAY A 2 Bright
Stop
}
} |
Tags | No tags attached. |
Relationships | related to | 0000130 | closed | Torr Samaho | client prediction is sometimes wrong | parent of | 0002301 | confirmed | | Able to get inside actor mover and block client position while server position keeps moving | related to | 0001097 | feedback | | View bobs if bumping into server-side thing | Not all the children of this issue are yet resolved or closed. |
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Attached Files | thing_desync_01.wad (1,694) 2012-04-26 18:08 /tracker/file_download.php?file_id=582&type=bug
Screenshot_Doom_20120426_194947.png (32,984) 2012-04-26 18:08 /tracker/file_download.php?file_id=583&type=bug

2012.09.23_22.52.13_thing_desync_01.cld (84,630) 2012-09-23 20:54 /tracker/file_download.php?file_id=733&type=bug
thing_desync_02.wad (1,914) 2012-10-01 06:35 /tracker/file_download.php?file_id=772&type=bug
2012.10.01_08.31.53_thing_desync_02.cld (50,945) 2012-10-01 06:35 /tracker/file_download.php?file_id=773&type=bug
desync.png (83,752) 2013-04-05 17:24 /tracker/file_download.php?file_id=960&type=bug

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Issue History |
Date Modified | Username | Field | Change |
2012-04-26 18:08 | unknownna | New Issue | |
2012-04-26 18:08 | unknownna | File Added: thing_desync_01.wad | |
2012-04-26 18:08 | unknownna | File Added: Screenshot_Doom_20120426_194947.png | |
2012-04-26 18:09 | unknownna | Status | new => confirmed |
2012-04-26 18:11 | unknownna | Reporter | unknownna => Tiger |
2012-04-26 18:45 | unknownna | Relationship added | related to 0000130 |
2012-04-26 18:46 | unknownna | Note Added: 0003447 | |
2012-04-26 18:51 | unknownna | Note Added: 0003448 | |
2012-04-26 18:51 | unknownna | Note Edited: 0003448 | bug_revision_view_page.php?bugnote_id=3448#r1866 |
2012-04-26 18:52 | unknownna | Assigned To | => Torr Samaho |
2012-04-26 18:52 | unknownna | Status | confirmed => assigned |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2012-08-05 16:49 | Torr Samaho | Note Added: 0004269 | |
2012-08-05 16:49 | Torr Samaho | Status | assigned => needs testing |
2012-08-07 20:42 | Qent | Note Added: 0004313 | |
2012-08-07 20:43 | Qent | Note Edited: 0004313 | bug_revision_view_page.php?bugnote_id=4313#r2362 |
2012-08-07 20:59 | Torr Samaho | Note Added: 0004315 | |
2012-08-07 21:04 | Qent | Note Added: 0004316 | |
2012-09-23 20:54 | unknownna | Note Added: 0004784 | |
2012-09-23 20:54 | unknownna | File Added: 2012.09.23_22.52.13_thing_desync_01.cld | |
2012-10-01 06:34 | unknownna | Note Added: 0004891 | |
2012-10-01 06:35 | unknownna | File Added: thing_desync_02.wad | |
2012-10-01 06:35 | unknownna | File Added: 2012.10.01_08.31.53_thing_desync_02.cld | |
2012-10-01 06:37 | unknownna | Note Edited: 0004891 | bug_revision_view_page.php?bugnote_id=4891#r2654 |
2012-10-01 06:37 | unknownna | Priority | normal => high |
2012-10-04 04:46 | unknownna | Relationship added | related to 0001097 |
2012-10-11 02:28 | Watermelon | Note Added: 0005081 | |
2013-01-12 21:26 | Torr Samaho | Note Added: 0005743 | |
2013-01-13 09:20 | Torr Samaho | Note Added: 0005747 | |
2013-01-13 09:20 | Torr Samaho | Target Version | => 1.1 |
2013-03-04 23:11 | Qent | Note Added: 0006092 | |
2013-04-05 17:24 | Arco | File Added: desync.png | |
2013-04-05 17:27 | Arco | Note Added: 0006230 | |
2013-04-05 19:34 | Dusk | Status | needs testing => assigned |
2013-04-07 21:42 | Arco | Note Edited: 0006230 | bug_revision_view_page.php?bugnote_id=6230#r3464 |
2013-04-08 22:29 | Qent | Note Added: 0006272 | |
2013-06-11 04:08 | Arco | Note Added: 0006420 | |
2013-06-23 20:11 | Dusk | Target Version | 1.1 => |
2015-06-06 20:23 | unknownna | Note Added: 0012559 | |
2015-06-10 02:52 | unknownna | Relationship added | parent of 0002301 |
Notes |
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Quote from kgsws Zombie horde has barrels pushable by weapons and it can sometimes get out of sync.This happens anywhere, not only on 3D floors. |
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Quote from Torr Samaho I remember working on this, but I'm not quite sure if I really fixed the problem.
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I improved the X/Y/Z positioning of non-player actors moved by explosions online. It's not perfect but should be considerably better now. Please confirm with the upcoming beta build. |
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(0004313)
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Qent
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2012-08-07 20:42
(edited on: 2012-08-07 20:43) |
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Can you also post a link to the wad? |
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(0004316)
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Qent
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2012-08-07 21:04
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I can still desync the dummy player pretty quickly with the chaingun in Zandronum 1.0 if I circle around it while bumping into it. I recorded a demo of it. |
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(0004891)
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unknownna
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2012-10-01 06:34
(edited on: 2012-10-01 06:37) |
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If you manage to get inside the client-side actor's radius and fire at the server-side actor, the server-side actor will move, but the client-side actor will stand still. It seems to be related to the old player issue where the player positions weren't sent at full precision.
I edited the example WAD and recorded a new demo. It's very easy to reproduce the desync. Simply hold +forward and +attack after joining the game. It will desync at one point no matter what. You don't even need any ping emulation to reproduce the desync.
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Is there a binary to test this with? |
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You can test this with Zandronum 1.0. |
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This should improve the sync in unknownna's thing_desync_02.wad example. |
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(0006092)
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Qent
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2013-03-04 23:11
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I couldn't desync in thing_desync_02.wad anymore, with or without ping emulation. |
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(0006230)
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Arco
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2013-04-05 17:27
(edited on: 2013-04-07 21:42) |
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Tested this with the latest version and it still happens. I had to test this with different reproduction steps to get this right, and the desync was successful. There’s a picture that I uploaded to validate this.
Edit: Just to alleviate any confusion, I used the SSG with spread to cause the desync, and then I used the chaingun to snap them back into place. It appears that hitscan weapons have more of an effect than projectiles. This is qaint with Zombie Horde servers, as the main weapons in the mod are hitscan based.
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(0006272)
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Qent
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2013-04-08 22:29
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I think it's worth noting that even though I was able to desync after I tried adding packet loss, another hit would "resync." |
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(0006420)
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Arco
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2013-06-11 04:08
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I managed to desync the actor on the latest version, but it seems to happen very rarly, even with induced packet loss. |
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Yes, it's still possible to desync the actor in 2.0, particularly when circlestrafing it while firing the plasmarifle and bumping into the actor at the same time. |
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