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(0003616)
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TIHan
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2012-05-12 03:35
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Please provide an example wad that reproduces the bug. |
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Attached, just lag before the timer hits 0, and in 3-4 seconds stop lagging.
Tested in Zandronum. |
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Quote from bluewizard Attached, just lag before the timer hits 0, and in 3-4 seconds stop lagging. How do you lag at will? |
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Play online, unplug your router or do whatever to get laggy. |
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Quote from Torr Samaho How do you lag at will?
I'm able to lag at will without a ping emulator by clicking and holding the Zandronum window. I can always reproduce the bug this way. As you can see in the attached screenshot, the client didn't die when lagging at will. |
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(0005233)
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ZzZombo
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2012-10-28 06:04
(edited on: 2012-10-28 06:06) |
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I've noticed some time ago that players that are lagging at moment of being killed don't trigger DEATH script types until they timeout or stop lagging at least for a short period of time, perhaps it's related to this bug.
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People have been breaking minigame mods lately by lagging, any word on this? |
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People are deliberately abusing this to beak mods? I assumed that this is not of much practical relevance since it's very unlikely to happen by chance and didn't expect people to intentionally abuse it. I'll look into the issue.
Independently, abusing exploits is a clear violation of the rules. Anybody who does this should be warned and banned when continuing to abuse this. |
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This should fix the issue. I'm not sure if it has any side effects for lagging players though. Needs to be tested carefully. |
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(0005352)
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unknownna
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2012-11-11 10:57
(edited on: 2012-11-11 11:10) |
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It fixed the issue for me. I didn't test this very carefully in different settings though. The only thing I noticed is that other clients don't see any weapon/ammo when the client respawns while it's lagging. And I noticed that the console/chat icon will disappear for the other clients if the client is lagging. These issues are probably not bugs.
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Yes, I'd say these issues are no bugs. Is the behavior for them any different in 1.0? |
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Quote from Torr Samaho Is the behavior for them any different in 1.0?
In 1.0 the client can't respawn while lagging at will (sv_forcerespawn 1), but the icon behavior is the same there.
However, shouldn't the lag icon appear when the clients lag at will? |
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Hmm, I noticed two things while playing with a bot:
* The client might think that it died at a spawn spot after respawning if it died while lagging (sv_forcerespawn 1)
* The client might be forced to stand still for a second or so after respawning if it died while lagging (sv_forcerespawn 1). |
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Quote from unknownna However, shouldn't the lag icon appear when the clients lag at will?
The server can't distinguish between lagging at will and lagging because of real connection problems. Nevertheless, I agree. The icon should stay if the player respawns while lagging. Is this any different?
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Quote from Torr Samaho Is this any different?
No, the lag icon never appears. And the icons never appear again if you stop lagging after respawning, but this also happens in the former builds. |
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(0005364)
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Torr Samaho
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2012-11-11 18:48
(edited on: 2012-11-11 18:50) |
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I think I misunderstood you. I thought you were referring to the icon that appears above the player's body for the other clients, but you are talking about the icon the lagging client itself sees, aren't you? In that case it's correct that the client doesn't see it, if lagging at will with the grab window trick. The program can't do anything while the window is grabbed. It can neither receive the message the server sends to tell the client its lagging, nor can it change the display even if it would know that it's lagging. Once you stop grabbing the windows, you aren't lagging anymore.
Can you check what happens to the lag icon the other players see? I think this may vanish when the lagging player respawns in the old build, but stay in the newer build. I didn't test this though.
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(0005365)
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unknownna
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2012-11-11 19:09
(edited on: 2012-11-11 19:14) |
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Quote from Torr Samaho I thought you were referring to the icon that appears above the player's body for the other clients, but you are talking about the icon the lagging client itself sees, aren't you?
I'm referring to the icon you see above the lagging client's player body. When client A lags with the "grab window trick", client B never sees the lag icon above client A.
Quote from Torr Samaho Can you check what happens to the lag icon the other players see?
The icon never appears in the first place. Here's what happens:
1. zandronum -host +alwaysapplydmflags 1 +sv_forcerespawn 1
2. Connect 2 clients to the server.
3. Join the game with client A. Make sure that client B sees the player body of client A.
4. Open the console with client A. Client B sees the console icon.
5. Use the "grab window trick" with client A. The console icon disappears for client B and the lag icon never appears.
To reproduce the missing icon issue, follow these steps:
4. "kill" in the console with client A.
5. Immediately after calling "kill", open the menu/console and use the "grab window trick" with client A. Client B sees the console icon above the player body of client A.
6. After respawning with client A, release the window. Client B doesn't see the console icon above the player body of client A.
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Quote from unknownna
5. Use the "grab window trick" with client A. The console icon disappears for client B and the lag icon never appears.
So, it only never appears when the console icon was shown at the moment the lag icon should start to appear? Can you make a short demo of this?
Quote from unknownna 6. After respawning with client A, release the window. Client B doesn't see the console icon above the player body of client A.
I think about preventing players from respawning while they are lagging. IMHO it doesn't make much sense if you can be killed multiple times during a single lag spike (which was also not possible in 1.0). What do you think about this?
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Quote from Torr Samaho Can you make a short demo of this?
From which perspective? Client A or client B?
Quote from Torr Samaho I think about preventing players from respawning while they are lagging.
Perhaps players can break things by delaying RESPAWN scripts at will. |
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Quote from unknownna From which perspective? Client A or client B?
Client B please.
Quote from unknownna Perhaps players can break things by delaying RESPAWN scripts at will.
Since lagging players can't send any commands, they can only respawn if sv_forcerespawn is true, can't they? So the mod would also have to rely on sv_forcerespawn. But you could be right, we never know what kind of things mods will do. Can you also make a client B demo of the second scenario? I'll try to fix the display instead of preventing lagging players from respawning for now. |
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zandronum -playdemo 2012.11.11_20.33.25_doom2.cld |
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The reason why the lag icon never appeared was surprisingly simple: The icon was not even in zandronum.pk3. The vanishing icons upon respawn problems were small bugs in the code. This should fix the icon problems. |
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Quote from Torr Samaho The reason why the lag icon never appeared was surprisingly simple: The icon was not even in zandronum.pk3
Good.
Quote from Torr Samaho This should fix the icon problems.
It partially fixed the issue. The chat icon doesn't appear after respawning, but this also seems to happen when you're not lagging. |
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All three icon types (lag, console, chat) need separate fixes. I didn't touch the chat one yet, so I'll need to make a new binary for this. |
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Does it fix problems mentioned in my previous post? |
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This should also fix the chat icon problem.
Quote from ZzZombo Does it fix problems mentioned in my previous post?
Possibly. Please test. |
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(0005383)
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unknownna
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2012-11-12 09:57
(edited on: 2012-11-12 10:17) |
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Quote from Torr Samaho This should also fix the chat icon problem.
That fixed the issue. It also fixed this issue.
Quote from ZzZombo Does it fix problems mentioned in my previous post?
Yes.
Edit:
How come the load/save and quit menus don't give players the console/menu icon?
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(0005384)
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unknownna
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2012-11-12 11:43
(edited on: 2012-11-12 11:45) |
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Quote from unknownna Hmm, I noticed two things while playing with a bot:
* The client might think that it died at a spawn spot after respawning if it died while lagging (sv_forcerespawn 1)
* The client might be forced to stand still for a second or so after respawning if it died while lagging (sv_forcerespawn 1).
I tested Futur War and managed to get some very nasty desyncs when dying while lagging at will, particularly when dying while morphed. I didn't look into this yet, I'm just putting it here. I had an emulated ping of 302.
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One bug returned now: Console icon stuck above the player body of other clients. |
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Quote from unknownna How come the load/save and quit menus don't give players the console/menu icon? I'm not completely sure if they are supposed to or not. Was it any different in 98d?
Quote from unknownna I tested Futur War and managed to get some very nasty desyncs when dying while lagging at will, particularly when dying while morphed.
Well, deliberately lagging is something nobody should ever do and certainly not supported. If those who do this suffer from side effects, I don't care much. It's just important that they can't exploit it to get advantages and that they are properly handled on the server and on the other clients.
Quote from unknownna Console icon stuck above the player body of other clients. When does it get stuck? Can you make a demo? |
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Quote from Torr Samaho Was it any different in 98d?
No, but you can't move while in the menus. Correct me if I'm wrong.
Quote from Torr Samaho When does it get stuck? Can you make a demo?
When disconnecting from the server with the console/menu open. The bot added will have the icon stuck after a changemap map change. I think I managed to reproduce it with a regular client too when opening the menu while receiving a snapshot, but I'm not too sure.
Here's a demo of the bot issue:
zandronum -playdemo 2012.11.12_22.21.34_doom2.cld |
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This should fix the stuck icon on the bots. Note that this is a server side fix, existing demos won't be fixed by this. |
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(0006216)
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Arco
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2013-04-04 19:04
(edited on: 2013-04-04 19:05) |
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Using unknownna's method, the client-based lag induces pings up to 4,000, and the problem seems to be fixed in the latest version (v1.1 Alpha 130317-1940).
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