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ID | Project | Category | View Status | Date Submitted | Last Update | ||||
0000130 | Zandronum | [All Projects] Bug | public | 2010-10-21 20:58 | 2018-09-30 22:55 | ||||
Reporter | kgsws | ||||||||
Assigned To | Torr Samaho | ||||||||
Priority | normal | Severity | major | Reproducibility | always | ||||
Status | closed | Resolution | fixed | ||||||
Platform | OS | OS Version | |||||||
Product Version | |||||||||
Target Version | Fixed in Version | 2.0 | |||||||
Summary | 0000130: client prediction is sometimes wrong | ||||||||
Description | Client prediction is sometimes wrong. In many cases when walking on 3D floors and +SOLID things. | ||||||||
Steps To Reproduce | Anything that can push player and can't be predicted, and when player is on solid thing or moving between 3D floors. Another problem is on join. This demo explains:'http://zdoom.ic.cz/predbug.zip [^]' command line for demo> -file zh-beta18.wad zh-beta18-fix2.wad (zombie horde MOD) | ||||||||
Additional Information | This wrong prediction does not affect only players. Static thing that can be pushed by weapons. Zombie horde has barrels pushable by weapons and it can sometimes get out of sync.This happens anywhere, not only on 3D floors. | ||||||||
Attached Files | 3dfloor_desync_test.wad [^] (10,281 bytes) 2010-10-23 19:48 2010.10.23_21.50.14_3dfloor_desync_test.cld [^] (148,253 bytes) 2010-10-23 19:54 2011.05.23_02.31.37_3dfloor_desync_test.cld [^] (55,212 bytes) 2011-05-23 00:34 player_bridge_desync_test_02.wad [^] (6,204 bytes) 2011-05-23 20:29 2011.05.23_22.27.52_player_bridge_desync_test_02.cld [^] (14,383 bytes) 2011-05-23 20:29 CrashReport_01.zip [^] (16,866 bytes) 2011-05-23 22:53 floor_lowerbyvalue_test_01.wad [^] (1,362 bytes) 2011-05-24 01:23 2011.05.25_04.04.34_player_bridge_desync_test_02.cld [^] (28,676 bytes) 2011-05-25 02:07 | ||||||||
Relationships | ||||||||||||||||||||||||||||||||||||
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Notes | |
(0000452) unknownna (updater) 2010-10-23 19:47 edited on: 2010-10-23 23:09 |
Indeed, I've noticed this many times as well. Once you're connected and in-game, players standing on 3D floors will be displayed below/inside the floor. It synchronizes properly when said players standing on 3D floors move a direction, or crouch, or you shoot at their true position. Not only does it happen on 3D floors, but also on 3D middle textures as well. The other issue is very related to this:'http://www.skulltag.com/forum/viewtopic.php?f=33&t=26721 [^]' If you're in the "sweet spot" and then shoot the barrels, they'll desync for everyone in-game. You can reconnect to "fix" this. The barrels will then be displayed at their true positions. What happens is that the client mispredicts all the positions, hence the "lag" when bumping into the barrels. Because on your client, you're bumping into a SOLID object, but to the server, nothing is there. EDIT: Made an example WAD and a demo to it. You'll see both of the misprediction bugs in the demo. Demo uses 98c. EDIT2: Misprediction of your client's z-axis height also occurs when you're shot or bump into other players while standing/running on narrow 3D floors. Your viewpoint will suddenly be above the real floor instead of above the 3D floor. |
(0001219) Evo (reporter) 2011-03-29 12:27 |
I was browsing to see if the issue of ones self appearing to be below the floor they standing on the edge of had already been reported. Looks like I found it here! :) I'd class this annoyance as major, personally. |
(0001746) Torr Samaho (administrator) 2011-05-23 00:15 edited on: 2011-05-23 00:18 |
> Made an example WAD and a demo to it. You'll see both of the misprediction bugs in the demo. Can you make a demo with the latest testing binary? |
(0001747) unknownna (updater) 2011-05-23 00:40 |
> Can you make a demo with the latest testing binary? Done. |
(0001748) Torr Samaho (administrator) 2011-05-23 00:53 |
Since I can't post this at the corresponding forum thread and because the problems are possibly related, I'll just post it here: I think I found out what's causing players to believe that they fell through a bridge thing when running into another actor (tested with player_bridge_desync_test.wad). This seems to fix the issue, but I have no idea if this breaks something else in the prediction. |
(0001749) unknownna (updater) 2011-05-23 01:32 |
> This seems to fix the issue It looks like it fixed the issue. But it will still sometimes mispredict if you barely make a jump from a bridge thing to a solid floor (tested in ZDCTF MAP04). However, I tested this with an emulated ping of 600 ms. BTW: Why does it start to lag whenever you jump on a bridge thing online? > but I have no idea if this breaks something else in the prediction. I noticed something: If I'm jumping when bumping into another player, the jump pattern will desync until I release +jump. |
(0001751) Torr Samaho (administrator) 2011-05-23 12:18 |
> But it will still sometimes mispredict if you barely make a jump from a bridge thing to a solid floor (tested in ZDCTF MAP04). Can you make a demo of this? > BTW: Why does it start to lag whenever you jump on a bridge thing online? Probably the prediction doesn't properly realize that the bridge thing should be considered as a floor. This is a wild guess though. > If I'm jumping when bumping into another player, the jump pattern will desync until I release +jump. Just to double check: This did not happen in 98d? |
(0001752) unknownna (updater) 2011-05-23 20:32 edited on: 2011-05-24 01:50 |
> Just to double check: This did not happen in 98d? I tested 98d and it also happens there. > Probably the prediction doesn't properly realize that the bridge thing should be considered as a floor. This is a wild guess though. We desperately need to fix this, if possible. > Can you make a demo of this? Recorded a demo of it with 3259M. Edit: I managed to crash 3259M. It happened when I tried to enter a command before the demo started to play. But I don't know how to reproduce the crash. > but I have no idea if this breaks something else in the prediction. Moving floors (Floor_LowerByValue/Floor_RaiseByValue/Floor_Waggle) are very laggy now compared to how they are in 98d. |
(0001753) Torr Samaho (administrator) 2011-05-24 02:19 |
I found and hopefully fixed two more more problems with jumping on bridges. Looks like jumping on bridges was seriously broken in 98d and probably all earlier versions... Please test this new binary. > Lowering floors (Floor_LowerByValue/Floor_Waggle) are very laggy now compared to how they are in 98d. Hopefully the new binary will also take care of this, this needed an additional adaption and is pretty much untested. > I managed to crash 3259M. It happened when I tried to enter a command before the demo started to play. But I don't know how to reproduce the crash. Unfortunately I don't have the debug database of this build anymore, so I can't deduce anything from the crashlog. |
(0001754) unknownna (updater) 2011-05-24 03:36 edited on: 2011-05-24 07:52 |
> I found and hopefully fixed two more more problems with jumping on bridges. Looks like jumping on bridges was seriously broken in 98d and probably all earlier versions... > Please test this new binary. Excellent. No more lag/misprediction when jumping. It now only starts to lag when (tested with an emulated ping of 603 ms): * You run into a monster while running/jumping on a bridge thing. * You run into a player while running and jumping on a bridge thing (not really lag, but you skip a little). * You're hit by hitscans/missiles while jumping on a bridge thing. I suppose that this fix applies to all non-moving SOLID things, right? But your z-height is still mispredicted if you jump after map starts. This is probably a separate issue. > Hopefully the new binary will also take care of this, this needed an additional adaption and is pretty much untested. I think it fixed the issues, but it will still start to lag if you jump. But this also happens in 98d. Edit: You can easily desync your jumping pattern when respawning. Steps to reproduce: 1. Start a server with compat_instantrespawn and sv_forcerespawn set to 1. 2. Connect a client to the server with an emulated ping of 603 ms. 3. Join the game. 4. "+jump; kill" in the console. The same effect can be observed when you run into other players. |
(0001755) Torr Samaho (administrator) 2011-05-24 12:38 |
* You run into a monster while running/jumping on a bridge thing. * You run into a player while running and jumping on a bridge thing (not really lag, but you skip a little). * You're hit by hitscans/missiles while jumping on a bridge thing. All of these things should also happen when you are on a solid floor, right? From what I can tell right now, this is because the clients can't properly predict the movements other actors will do in the future. > I suppose that this fix applies to all non-moving SOLID things, right? The fixes apply when the player is standing/jumping/moving/landing on another actor, e.g. a bridge thing. It does not solve any problems caused by the fact that the movement of actors can't be predicted by the client. |
(0001757) unknownna (updater) 2011-05-24 21:16 |
> All of these things should also happen when you are on a solid floor, right? Yes, but your z-height is still sometimes mispredicted when you run into a monster. > From what I can tell right now, this is because the clients can't properly predict the movements other actors will do in the future. Indeed, and the consequence of this is that your jump pattern will desync. |
(0001758) Torr Samaho (administrator) 2011-05-25 01:22 |
> Yes, but your z-height is still sometimes mispredicted when you run into a monster. But you don't fall through bridges anymore, right? |
(0001759) unknownna (updater) 2011-05-25 02:10 |
You can still fall through bridges. I recorded a new demo. |
(0001885) unknownna (updater) 2011-07-12 18:17 |
> Zombie horde has barrels pushable by weapons and it can sometimes get out of sync.This happens anywhere, not only on 3D floors. Did the new demo reveal anything? * 2011.05.23_02.31.37_3dfloor_desync_test.cld > But you don't fall through bridges anymore, right? You can still fall through bridge things when you bump into monsters while jumping. * 2011.05.25_04.04.34_player_bridge_desync_test_02.cld |
(0001894) Torr Samaho (administrator) 2011-07-13 00:28 edited on: 2011-07-13 00:33 |
> 2011.05.23_02.31.37_3dfloor_desync_test.cld I remember working on this, but I'm not quite sure if I really fixed the problem. Does it still happen in the latest build? > 2011.05.25_04.04.34_player_bridge_desync_test_02.cld I somehow overlooked this demo. I will need to look into this more closely. |
(0001897) unknownna (updater) 2011-07-13 01:11 |
> Does it still happen in the latest build? It still happens in 3280M. |
(0012607) unknownna (updater) 2015-06-08 21:49 edited on: 2015-06-08 21:52 |
The main issues here are fixed.Quote from kgsws 0000817: Thing x/y/z position desync between client/server Quote from unknownna Quote from unknownna I'm unable to reproduce this now, but I'm pretty sure it got fixed when Torr fixed a clipping issue when working on the wall-jitter issue. Quote from unknownna Quote from unknownna It got fixed when we worked on the teleporter/respawn issues. The +jump issue is an ancient Skulltag issue. I'll create a separate ticket for it once and for all. |
This issue is already marked as resolved. If you feel that is not the case, please reopen it and explain why. |
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Supporters: | No one explicitly supports this issue yet. |
Opponents: | No one explicitly opposes this issue yet. |
Issue History | |||
Date Modified | Username | Field | Change |
2010-10-21 20:58 | kgsws | New Issue | |
2010-10-23 19:47 | unknownna | Note Added: 0000452 | |
2010-10-23 19:48 | unknownna | File Added: 3dfloor_desync_test.wad | |
2010-10-23 19:49 | unknownna | Note Edited: 0000452 | View Revisions |
2010-10-23 19:54 | unknownna | File Added: 2010.10.23_21.50.14_3dfloor_desync_test.cld | |
2010-10-23 19:56 | unknownna | Note Edited: 0000452 | View Revisions |
2010-10-23 23:09 | unknownna | Note Edited: 0000452 | View Revisions |
2011-03-29 12:27 | Evo | Note Added: 0001219 | |
2011-05-23 00:15 | Torr Samaho | Note Added: 0001746 | |
2011-05-23 00:18 | Torr Samaho | Note Edited: 0001746 | View Revisions |
2011-05-23 00:34 | unknownna | File Added: 2011.05.23_02.31.37_3dfloor_desync_test.cld | |
2011-05-23 00:40 | unknownna | Note Added: 0001747 | |
2011-05-23 00:53 | Torr Samaho | Note Added: 0001748 | |
2011-05-23 00:59 | Torr Samaho | Assigned To | => Torr Samaho |
2011-05-23 00:59 | Torr Samaho | Status | new => feedback |
2011-05-23 01:32 | unknownna | Note Added: 0001749 | |
2011-05-23 12:18 | Torr Samaho | Note Added: 0001751 | |
2011-05-23 20:29 | unknownna | File Added: player_bridge_desync_test_02.wad | |
2011-05-23 20:29 | unknownna | File Added: 2011.05.23_22.27.52_player_bridge_desync_test_02.cld | |
2011-05-23 20:32 | unknownna | Note Added: 0001752 | |
2011-05-23 22:52 | unknownna | Note Edited: 0001752 | View Revisions |
2011-05-23 22:53 | unknownna | File Added: CrashReport_01.zip | |
2011-05-24 01:20 | unknownna | Note Edited: 0001752 | View Revisions |
2011-05-24 01:23 | unknownna | File Added: floor_lowerbyvalue_test_01.wad | |
2011-05-24 01:42 | unknownna | Note Edited: 0001752 | View Revisions |
2011-05-24 01:50 | unknownna | Note Edited: 0001752 | View Revisions |
2011-05-24 02:19 | Torr Samaho | Note Added: 0001753 | |
2011-05-24 03:36 | unknownna | Note Added: 0001754 | |
2011-05-24 03:51 | unknownna | Note Edited: 0001754 | View Revisions |
2011-05-24 07:37 | unknownna | Note Edited: 0001754 | View Revisions |
2011-05-24 07:52 | unknownna | Note Edited: 0001754 | View Revisions |
2011-05-24 12:38 | Torr Samaho | Note Added: 0001755 | |
2011-05-24 21:16 | unknownna | Note Added: 0001757 | |
2011-05-25 01:22 | Torr Samaho | Note Added: 0001758 | |
2011-05-25 02:07 | unknownna | File Added: 2011.05.25_04.04.34_player_bridge_desync_test_02.cld | |
2011-05-25 02:10 | unknownna | Note Added: 0001759 | |
2011-07-12 18:17 | unknownna | Note Added: 0001885 | |
2011-07-13 00:28 | Torr Samaho | Note Added: 0001894 | |
2011-07-13 00:33 | Torr Samaho | Note Edited: 0001894 | View Revisions |
2011-07-13 01:11 | unknownna | Note Added: 0001897 | |
2011-07-13 23:56 | unknownna | Relationship added | related to 0000517 |
2011-07-18 06:35 | unknownna | Relationship added | related to 0000051 |
2011-07-18 06:36 | unknownna | Relationship added | related to 0000106 |
2011-07-18 06:36 | unknownna | Relationship added | related to 0000055 |
2011-07-18 07:50 | unknownna | Relationship added | related to 0000331 |
2011-07-18 07:51 | unknownna | Relationship added | related to 0000270 |
2012-04-26 18:45 | unknownna | Relationship added | related to 0000817 |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2015-06-08 21:49 | unknownna | Note Added: 0012607 | |
2015-06-08 21:50 | unknownna | Status | feedback => resolved |
2015-06-08 21:50 | unknownna | Resolution | open => fixed |
2015-06-08 21:50 | unknownna | Fixed in Version | => 2.0 |
2015-06-08 21:52 | unknownna | Note Edited: 0012607 | View Revisions |
2018-09-30 22:55 | Blzut3 | Status | resolved => closed |
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