MantisBT - Zandronum
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0000844Zandronum[All Projects] Bugpublic2012-05-12 02:162018-09-30 20:24
bluewizard 
Torr Samaho 
normalmajoralways
closedfixed 
MicrosoftWindowsXP/Vista/7
98d 
1.11.1 
0000844: Lagging on instadeath floors won't kill you
If you lag on instakill floors, it will not kill you.

This breaks some maps.
1. zandronum -file zandrobug.wad -host
2. Connect a client to the server and join the game.
3. Click and hold the Zandronum window. You'll probably have to open the console/menu in order to do this.
In the screenshot, the black shade is a instakill sector, the guy actually won that round just by lagging long enough.
No tags attached.
png Screenshot_Doom_20120511_210634.png (221,849) 2012-05-12 02:16
https://zandronum.com/tracker/file_download.php?file_id=621&type=bug
png

? zandrobug.wad (3,529) 2012-08-07 09:10
https://zandronum.com/tracker/file_download.php?file_id=663&type=bug
png screenshot.png (53,695) 2012-10-27 07:01
https://zandronum.com/tracker/file_download.php?file_id=850&type=bug
png

? 2012.11.11_20.33.25_doom2.cld (59,666) 2012-11-11 19:37
https://zandronum.com/tracker/file_download.php?file_id=882&type=bug
? 2012.11.12_22.21.34_doom2.cld (28,166) 2012-11-12 21:25
https://zandronum.com/tracker/file_download.php?file_id=884&type=bug
Issue History
2012-05-12 02:16bluewizardNew Issue
2012-05-12 02:16bluewizardFile Added: Screenshot_Doom_20120511_210634.png
2012-05-12 03:35TIHanNote Added: 0003616
2012-05-12 17:08DuskStatusnew => feedback
2012-06-09 13:22Torr SamahoCategoryGeneral => Bug
2012-08-07 09:10bluewizardFile Added: zandrobug.wad
2012-08-07 09:11bluewizardNote Added: 0004297
2012-08-07 09:11bluewizardStatusfeedback => new
2012-08-07 09:39bluewizardFile Added: zandrobug3.wad
2012-08-07 18:16Torr SamahoNote Added: 0004311
2012-08-07 18:16Torr SamahoStatusnew => feedback
2012-08-07 20:24bluewizardNote Added: 0004312
2012-08-07 20:24bluewizardStatusfeedback => new
2012-10-27 07:01unknownnaStatusnew => confirmed
2012-10-27 07:01unknownnaFile Added: screenshot.png
2012-10-27 07:02unknownnaNote Added: 0005227
2012-10-27 07:03unknownnaSteps to Reproduce Updatedbug_revision_view_page.php?rev_id=2862#r2862
2012-10-28 06:04ZzZomboNote Added: 0005233
2012-10-28 06:06ZzZomboNote Edited: 0005233bug_revision_view_page.php?bugnote_id=5233#r2866
2012-11-06 17:13bluewizardNote Added: 0005323
2012-11-11 09:00Torr SamahoNote Added: 0005349
2012-11-11 09:39Torr SamahoNote Added: 0005350
2012-11-11 09:40Torr SamahoFile Deleted: zandrobug3.wad
2012-11-11 09:40Torr SamahoAssigned To => Torr Samaho
2012-11-11 09:40Torr SamahoStatusconfirmed => needs testing
2012-11-11 10:57unknownnaNote Added: 0005352
2012-11-11 11:01unknownnaNote Edited: 0005352bug_revision_view_page.php?bugnote_id=5352#r2940
2012-11-11 11:10unknownnaNote Edited: 0005352bug_revision_view_page.php?bugnote_id=5352#r2941
2012-11-11 12:34Torr SamahoNote Added: 0005353
2012-11-11 13:08unknownnaNote Added: 0005355
2012-11-11 13:21unknownnaNote Added: 0005357
2012-11-11 13:31Torr SamahoNote Added: 0005358
2012-11-11 13:31Torr SamahoNote Edited: 0005358bug_revision_view_page.php?bugnote_id=5358#r2943
2012-11-11 13:32Torr SamahoNote Revision Dropped: 5358: 0002942
2012-11-11 13:43unknownnaNote Added: 0005360
2012-11-11 18:48Torr SamahoNote Added: 0005364
2012-11-11 18:50Torr SamahoNote Edited: 0005364bug_revision_view_page.php?bugnote_id=5364#r2947
2012-11-11 18:50Torr SamahoNote Revision Dropped: 5364: 0002946
2012-11-11 19:09unknownnaNote Added: 0005365
2012-11-11 19:11unknownnaNote Edited: 0005365bug_revision_view_page.php?bugnote_id=5365#r2951
2012-11-11 19:14unknownnaNote Edited: 0005365bug_revision_view_page.php?bugnote_id=5365#r2952
2012-11-11 19:16Torr SamahoNote Added: 0005366
2012-11-11 19:16Torr SamahoNote Edited: 0005366bug_revision_view_page.php?bugnote_id=5366#r2954
2012-11-11 19:16Torr SamahoNote Revision Dropped: 5366: 0002953
2012-11-11 19:23unknownnaNote Added: 0005367
2012-11-11 19:34Torr SamahoNote Added: 0005368
2012-11-11 19:37unknownnaFile Added: 2012.11.11_20.33.25_doom2.cld
2012-11-11 19:37unknownnaNote Added: 0005369
2012-11-11 20:20Torr SamahoNote Added: 0005372
2012-11-11 20:26unknownnaNote Added: 0005373
2012-11-11 21:04Torr SamahoNote Added: 0005374
2012-11-12 02:10ZzZomboNote Added: 0005377
2012-11-12 06:18Torr SamahoNote Added: 0005380
2012-11-12 09:57unknownnaNote Added: 0005383
2012-11-12 10:17unknownnaNote Edited: 0005383bug_revision_view_page.php?bugnote_id=5383#r2962
2012-11-12 11:43unknownnaNote Added: 0005384
2012-11-12 11:45unknownnaNote Edited: 0005384bug_revision_view_page.php?bugnote_id=5384#r2966
2012-11-12 21:02unknownnaNote Added: 0005387
2012-11-12 21:09Torr SamahoNote Added: 0005388
2012-11-12 21:25unknownnaNote Added: 0005389
2012-11-12 21:25unknownnaFile Added: 2012.11.12_22.21.34_doom2.cld
2012-11-18 09:50Torr SamahoNote Added: 0005408
2012-12-18 20:45DuskTarget Version => 1.1
2013-04-04 19:04ArcoNote Added: 0006216
2013-04-04 19:05ArcoNote Edited: 0006216bug_revision_view_page.php?bugnote_id=6216#r3431
2013-04-05 19:51DuskStatusneeds testing => resolved
2013-04-05 19:51DuskFixed in Version => 1.1
2013-04-05 19:51DuskResolutionopen => fixed
2018-09-30 20:24Blzut3Statusresolved => closed

Notes
(0003616)
TIHan   
2012-05-12 03:35   
Please provide an example wad that reproduces the bug.
(0004297)
bluewizard   
2012-08-07 09:11   
Attached, just lag before the timer hits 0, and in 3-4 seconds stop lagging.

Tested in Zandronum.
(0004311)
Torr Samaho   
2012-08-07 18:16   
Quote from bluewizard
Attached, just lag before the timer hits 0, and in 3-4 seconds stop lagging.
How do you lag at will?
(0004312)
bluewizard   
2012-08-07 20:24   
Play online, unplug your router or do whatever to get laggy.
(0005227)
unknownna   
2012-10-27 07:02   
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.
(0005233)
ZzZombo   
2012-10-28 06:04   
(edited on: 2012-10-28 06:06)
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.

(0005323)
bluewizard   
2012-11-06 17:13   
People have been breaking minigame mods lately by lagging, any word on this?
(0005349)
Torr Samaho   
2012-11-11 09:00   
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.
(0005350)
Torr Samaho   
2012-11-11 09:39   
This should fix the issue. I'm not sure if it has any side effects for lagging players though. Needs to be tested carefully.
(0005352)
unknownna   
2012-11-11 10:57   
(edited on: 2012-11-11 11:10)
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.

(0005353)
Torr Samaho   
2012-11-11 12:34   
Yes, I'd say these issues are no bugs. Is the behavior for them any different in 1.0?
(0005355)
unknownna   
2012-11-11 13:08   
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?
(0005357)
unknownna   
2012-11-11 13:21   
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).
(0005358)
Torr Samaho   
2012-11-11 13:31   
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?

(0005360)
unknownna   
2012-11-11 13:43   
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.
(0005364)
Torr Samaho   
2012-11-11 18:48   
(edited on: 2012-11-11 18:50)
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.

(0005365)
unknownna   
2012-11-11 19:09   
(edited on: 2012-11-11 19:14)
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.

(0005366)
Torr Samaho   
2012-11-11 19:16   
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?

(0005367)
unknownna   
2012-11-11 19:23   
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.
(0005368)
Torr Samaho   
2012-11-11 19:34   
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.
(0005369)
unknownna   
2012-11-11 19:37   
zandronum -playdemo 2012.11.11_20.33.25_doom2.cld
(0005372)
Torr Samaho   
2012-11-11 20:20   
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.
(0005373)
unknownna   
2012-11-11 20:26   
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.
(0005374)
Torr Samaho   
2012-11-11 21:04   
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.
(0005377)
ZzZombo   
2012-11-12 02:10   
Does it fix problems mentioned in my previous post?
(0005380)
Torr Samaho   
2012-11-12 06:18   
This should also fix the chat icon problem.
Quote from ZzZombo
Does it fix problems mentioned in my previous post?

Possibly. Please test.
(0005383)
unknownna   
2012-11-12 09:57   
(edited on: 2012-11-12 10:17)
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?

(0005384)
unknownna   
2012-11-12 11:43   
(edited on: 2012-11-12 11:45)
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.

(0005387)
unknownna   
2012-11-12 21:02   
One bug returned now: Console icon stuck above the player body of other clients.
(0005388)
Torr Samaho   
2012-11-12 21:09   
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?
(0005389)
unknownna   
2012-11-12 21:25   
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
(0005408)
Torr Samaho   
2012-11-18 09:50   
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.
(0006216)
Arco   
2013-04-04 19:04   
(edited on: 2013-04-04 19:05)
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).