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IDProjectCategoryView StatusDate SubmittedLast Update
0001646Zandronum[All Projects] Bugpublic2014-01-06 15:102014-07-06 07:33
ReporterHexaDoken 
Assigned To 
PrioritynormalSeverityminorReproducibilityhave not tried
StatusclosedResolutionunable to reproduce 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.0-beta 
Target VersionFixed in Version 
Summary0001646: DMFlags desyncing between server/clients
DescriptionPlayer 1 and player 2 join the server. Player 1 is the hoster of the server, player 2 is some guy with around 100 ping. sv_disallowspying is true, neither of the players are able to use coop-spy.

Player 1 changes sv_disallowspying to true on the server, receives the message about changed dmflags and is able to use coop-spy. Player 2 does NOT receive the message about changed dmflags and is NOT able to use coop-spy.

Player 2 then reconnects the server and is able to use coop-spy.

Not tested with other flags.

Encountered on Zandronum 2.0-alpha-131223-1820
Attached Files

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-  Notes
User avatar (0007895)
HexaDoken (reporter)
2014-01-06 15:12
edited on: 2014-01-06 16:13

> "0000024:0000100 ping"
Meh. Ignore, randomly happened, dunno how to edit it, was supposed to say "approximitely 100 ping".

fixed -Dusk

User avatar (0007899)
Dusk (developer)
2014-01-06 17:50

I think I know what's up: SERVERCOMMANDS_SetGameDMFlags is still using the old-form system and SERVER_CheckClientBuffer simply doesn't have a high enough value here.


        SERVER_CheckClientBuffer( ulIdx, 13, true );
        NETWORK_WriteHeader( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, SVC_SETGAMEDMFLAGS );
        NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, lDMFlags );
        NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, dmflags2 );
        NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, compatflags );
        NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, zacompatflags );
        NETWORK_WriteLong( &SERVER_GetClient( ulIdx )->PacketBuffer.ByteStream, zadmflags );


The actual traffic here is 21 bytes, not 13. Solution of course is to NetCommand this one up.
User avatar (0007912)
Torr Samaho (administrator)
2014-01-07 19:49
edited on: 2014-01-07 21:16

You are completely right.

EDIT: This shouldn't cause the reported bug though. As far as I can tell, the only consequence of the wrong check is that the packet send to the client could be a few bytes bigger than specified with sv_maxpacketsize.

User avatar (0007973)
Torr Samaho (administrator)
2014-01-12 10:13

I updated SERVERCOMMANDS_SetGameDMFlags to use NetCommand. Nevertheless, I'm still pretty sure that this will not have any affect on the reported issue.
User avatar (0009874)
Torr Samaho (administrator)
2014-07-06 07:31

Since this is not reproducible, I'm closing this for now. If it happens again, please reopen the ticket.

Issue Community Support
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- Issue History
Date Modified Username Field Change
2014-01-06 15:10 HexaDoken New Issue
2014-01-06 15:12 HexaDoken Note Added: 0007895
2014-01-06 16:12 Dusk Description Updated View Revisions
2014-01-06 16:13 Dusk Note Edited: 0007895 View Revisions
2014-01-06 17:50 Dusk Note Added: 0007899
2014-01-06 18:00 Dusk Target Version => 2.0
2014-01-07 19:49 Torr Samaho Note Added: 0007912
2014-01-07 21:16 Torr Samaho Note Edited: 0007912 View Revisions
2014-01-12 10:13 Torr Samaho Note Added: 0007973
2014-01-12 10:14 Torr Samaho Status new => feedback
2014-07-06 07:31 Torr Samaho Note Added: 0009874
2014-07-06 07:33 Torr Samaho Status feedback => closed
2014-07-06 07:33 Torr Samaho Resolution open => unable to reproduce
2014-07-06 07:33 Torr Samaho Target Version 2.0 =>






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