MantisBT - Zandronum
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0000842Zandronum[All Projects] Bugpublic2012-05-09 14:332017-06-20 14:11
Apothem 
TIHan 
normalminoralways
acknowledgedopen 
98d 
 
0000842: SetWeapon desync online
Quote from unknownna
The client thinks that the weapon is ready before it actually is, allowing you to fire before you should.
1. skulltag.exe -file setweapon_01.wad -host
2. Connect a client to the server with an emulated ping of 50.
3. Join the game.
4. Push the switch while holding +attack.
No tags attached.
? setweapon_01.wad (2,134) 2012-05-09 14:33
https://zandronum.com/tracker/file_download.php?file_id=617&type=bug
Issue History
2012-05-09 14:33unknownnaNew Issue
2012-05-09 14:33unknownnaFile Added: setweapon_01.wad
2012-05-09 14:33unknownnaStatusnew => confirmed
2012-05-09 14:33unknownnaReporterunknownna => Apothem
2012-05-09 18:25TIHanAssigned To => TIHan
2012-05-09 18:25TIHanStatusconfirmed => assigned
2012-05-10 04:05TIHanNote Added: 0003610
2012-05-10 04:05TIHanStatusassigned => feedback
2012-05-10 04:23TIHanStatusfeedback => acknowledged
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug

Notes
(0003610)
TIHan   
2012-05-10 04:05   
Unfortunately, there isn't anything I can do to prevent the client from firing early. Clients do not run server scripts.

A way to remedy it would be to force the exact frame the client should be at compared to the server. We have had similar issues with this before and requires a lot of design, so this will not make it into 98e.

I do propose an idea to solve a lot of these timing issues that are related to scripts. Perhaps people who are scripting need to make code specifically for the client-side to handle bugs such as we are getting. For example: In setweapon_01.wad you could have a function that runs server-side and a function that runs client-side. Both functions are nearly identical. The client-side function is to predict what will happen, in this case, SetWeapon. Doing so could prevent issues as what we are getting.