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IDProjectCategoryView StatusDate SubmittedLast Update
0000782Zandronum[All Projects] Bugpublic2012-04-16 03:062018-09-30 22:35
ReporterTIHan 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusclosedResolutionfixed 
PlatformOSOS Version
Product Version98d 
Target Version1.0Fixed in Version 
Summary0000782: Rotating poly objects desync when traversing through hubs.
DescriptionNoticed this while playing Hexen. Go to map31, when you spawn, turn exactly 180 degrees with noclip, enter the room, turn off noclip and activate the spinning pillars. Then go through the portal of which you first saw when you spawn. Getting back to map31 might be a little tricky.'http://imgur.com/0I27E [^]' The one I have circled in black will get you back to map31. When you re-enter, you can hear the pillars, but you notice they are not spinning.

Attached Files

- Relationships
related to 0000682closed Poly object doors break online 

-  Notes
User avatar (0003318)
TIHan (reporter)
2012-04-16 03:23
edited on: 2012-04-16 05:53

I'm going to use my poly object fix branch as we have cleanly fixed most of the issues.

Debugging this, it seems as though when the map traverses, on the server side, it sees that there are no thinkers on the poly objects. Reconnecting, the client, the server seems to show the thinkers and updates them to the client, but we get an even stranger bug as we do not see anything going on with the poly objects, no sound + no movement. When the player runs into them, it seems the poly objects update their rotation.

Edit:
Seems we may have problems with the server stopping all thinkers when there are no players in the game. Also, the type of poly object movement and rotations are being called by the ACS commands Polyobj_OR_Move , Polyobj_OR_RotateRight , and Polyobj_RotateRight. We may have to handle this specially.

Edit2:
Apparently my branch actually breaks something here. My branch assumes a poly object can only have one thinker. I found out it can have two, so the old way of handling poly objects on full update was correct.

Edit3:
Both handling on poly object thinkers on full update were wrong, my way and the old way. Both break something in a different area. I'll look into this further.

User avatar (0003333)
TIHan (reporter)
2012-04-17 04:03

By testing this I fixed a few issues regarding my poly object final fix branch.

As for this issue, under testing I notice when I activate the rotating poly objects and wait till they have reached their maximum speed and start to move - I go spectator, and the poly objects stop moving, but are still rotating. It's like the thinker got NULLed out for some reason. Will look into this further.
User avatar (0003334)
TIHan (reporter)
2012-04-17 06:37

My latest poly object fix branch fixes the original issue. I'm assuming the issue was because of how the poly objects were handled on fullupdate.

All that's left is when the player who activated the spinning/moving poly objects goes spectator or disconnects, the poly objects stop moving. The cause is this:

// [BB] Stop all scripts of the player that are still running.
FBehavior::StaticStopMyScripts ( );

Unfortunately, there is nothing we can do here. The only way I can think of is another compatflag that doesn't stop the scripts, and it is very possible that could screw up other stuff. In the meantime, let's not worry about it as it is doing what it is intended to do.

Marking this as "needs review" as it coincides with the other poly object issues that fixes the original one stated here as well.
User avatar (0003355)
Torr Samaho (administrator)
2012-04-21 15:28

> // [BB] Stop all scripts of the player that are still running.
> FBehavior::StaticStopMyScripts ( );

FYI, ZDoom intentionally stops all scripts of a player when that player leaves the game. Skulltag didn't do this in older versions, but I had to add this behavior in order to be consistent with ZDoom. Nevertheless, many old mods rely on the old behavior and I will most likely add a compat flag for this as requested here:'http://www.skulltag.com/forum/viewtopic.php?f=155&t=26657 [^]'
User avatar (0003485)
Torr Samaho (administrator)
2012-04-29 01:17
edited on: 2012-04-29 01:17

0000682:0003484

User avatar (0014874)
Ru5tK1ng (updater)
2016-05-12 02:20

Could not reproduce this bug with 2.1.2. Eventual fix.

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- Issue History
Date Modified Username Field Change
2012-04-16 03:06 TIHan New Issue
2012-04-16 03:06 TIHan Status new => assigned
2012-04-16 03:06 TIHan Assigned To => TIHan
2012-04-16 03:08 TIHan Description Updated View Revisions
2012-04-16 03:23 TIHan Note Added: 0003318
2012-04-16 03:52 TIHan Note Edited: 0003318 View Revisions
2012-04-16 05:17 TIHan Note Edited: 0003318 View Revisions
2012-04-16 05:53 TIHan Note Edited: 0003318 View Revisions
2012-04-16 08:12 TIHan Relationship added related to 0000682
2012-04-17 04:03 TIHan Note Added: 0003333
2012-04-17 04:03 TIHan Status assigned => feedback
2012-04-17 06:37 TIHan Note Added: 0003334
2012-04-17 06:37 TIHan Status feedback => assigned
2012-04-17 06:37 TIHan Status assigned => needs review
2012-04-21 15:28 Torr Samaho Note Added: 0003355
2012-04-29 01:17 Torr Samaho Note Added: 0003485
2012-04-29 01:17 Torr Samaho Note Edited: 0003485 View Revisions
2012-04-29 01:18 Torr Samaho Note Revision Dropped: 3485: 0001880
2012-04-29 01:20 Torr Samaho Status needs review => feedback
2012-06-09 13:22 Torr Samaho Category General => Bug
2016-05-12 02:20 Ru5tK1ng Note Added: 0014874
2016-05-12 02:20 Ru5tK1ng Assigned To TIHan =>
2016-05-12 02:20 Ru5tK1ng Status feedback => resolved
2016-05-12 02:20 Ru5tK1ng Resolution open => fixed
2018-09-30 22:35 Blzut3 Status resolved => closed






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