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IDProjectCategoryView StatusDate SubmittedLast Update
0001252Zandronum[All Projects] Bugpublic2013-01-16 17:092013-01-16 17:56
ReporterHexaDoken 
Assigned To 
PriorityhighSeverityblockReproducibilityalways
StatusclosedResolutionduplicate 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version1.0 
Target VersionFixed in Version 
Summary0001252: Zero length Looping state crashes in multiplayer
DescriptionMissile:
    TROO A 0 A_Jump(256,"Missile1","Missile2")
    Loop

This code. What we have here is a zero-length state that loops itself. Normally, it should result in an infinite loop, but we have A_Jump(256) there, which jumps out of the state with 100% chance before the looping is met.

The problem about it? Offline, it works perfectly fine. Online, as soon as the state is entered by an actor, all clients freeze instantly. Attempting to reconnect to the server results in being instantly kicked due to too much missed packets.

On a modder's side, this code can be easily fixed by replacing Loop with Goto Statename. Despite having the exact same functionality, doing so will avoid online freezes. However, I'm tired of fixing this bug for other modders. If you could make zandronum not freeze this bad because of this code, I'd be really grateful.

Example wad below!
Steps To ReproduceHost a server with an example wad below. The wad replaces standart doom imps with a modified version, that randomly shoot you with imp fireballs or caco fireballs. As soon as an imp decides to shoot you online, all clients freeze solid.
Attached Files? file icon crashexample.wad [^] (349 bytes) 2013-01-16 17:09

- Relationships
duplicate of 0001200closedTorr Samaho "randomguy" causes clients to freeze in online games 

-  Notes
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- Issue History
Date Modified Username Field Change
2013-01-16 17:09 HexaDoken New Issue
2013-01-16 17:09 HexaDoken File Added: crashexample.wad
2013-01-16 17:56 Dusk Relationship added duplicate of 0001200
2013-01-16 17:56 Dusk Status new => closed
2013-01-16 17:56 Dusk Resolution open => duplicate






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