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IDProjectCategoryView StatusDate SubmittedLast Update
0001832Zandronum[All Projects] Bugpublic2014-06-14 08:562018-09-30 23:14
ReporterXutaWoo 
Assigned ToTorr Samaho 
PrioritynormalSeveritymajorReproducibilityalways
StatusclosedResolutionfixed 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version2.0-beta 
Target VersionFixed in Version2.0 
Summary0001832: Online Turns Finite 0 Tic Loops into Infinite Loops
DescriptionI've noticed that, when an actor that uses a finite 0 tic loop is spawned by another actor, online Zandronum attempts to break the finite loop claiming it is infinite. Then ... it turns it infinite.

Soon the client ( and possibly the server if there's no client siding ) freezes to a halt if the loop is used to spawn another actor as said actor is created ad nasuem, never stopping until the client disconnects ( usually by a helpful kick ). Nothing like this occur offline, in Zandronum or ZDoom.
Steps To Reproduce1. Download the included wad.
2. Summon DoomImp2
3. Shoot the imp. Shoot it a second time if it doesn't go into its Pain state.

If you're offline, the imp will shoot out a circular effect. If you're online, it kind of ... freaks out.

The actor that spawns the fake fireballs is Hitspark. Notice how you can summon it offline, but not online. Or, at least, it doesn't spawn anything online. Perhaps this is linked?
Attached Files? file icon finitelooptesting.wad [^] (733 bytes) 2014-06-14 08:56

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

-  Notes
User avatar (0009280)
Dusk (developer)
2014-06-14 11:01

This is simply due to the fact that lag exists and cannot be fixed on our end.
User avatar (0009281)
Zalewa (developer)
2014-06-14 11:26

What does lag have to do with this, considering that spawned actors are set to be CLIENTSIDE? I see no obvious problems with the DECORATE code, so it's possible that the A_GiveInventory() doesn't work due to the CLIENTSIDE flag and this causes the infinite loop.

This started to work properly when I removed all CLIENTSIDE references from the code, but now each time an Imp gets hit it takes about 2kB/s of traffic until the fire ring disperses.
User avatar (0009289)
Zalewa (developer)
2014-06-14 14:17
edited on: 2014-06-14 14:18

I would also remove relation with 1200 as it seems to not be related at all.

User avatar (0009474)
Torr Samaho (administrator)
2014-06-15 18:52

This should fix the issue.
User avatar (0009475)
Zalewa (developer)
2014-06-15 19:04

Tested. Seems to work properly.
User avatar (0009476)
XutaWoo (reporter)
2014-06-15 19:04

Works fantastic! After several tests, there were no freezes or hang-ups at all. Thanks!

Issue Community Support
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Supporters: No one explicitly supports this issue yet.
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- Issue History
Date Modified Username Field Change
2014-06-14 08:56 XutaWoo New Issue
2014-06-14 08:56 XutaWoo File Added: finitelooptesting.wad
2014-06-14 11:01 Dusk Note Added: 0009280
2014-06-14 11:01 Dusk Status new => closed
2014-06-14 11:01 Dusk Resolution open => not fixable
2014-06-14 11:01 Dusk Relationship added related to 0001200
2014-06-14 11:26 Zalewa Note Added: 0009281
2014-06-14 14:17 Zalewa Note Added: 0009289
2014-06-14 14:18 Zalewa Note Edited: 0009289 View Revisions
2014-06-15 18:08 Torr Samaho Assigned To => Torr Samaho
2014-06-15 18:08 Torr Samaho Status closed => assigned
2014-06-15 18:52 Torr Samaho Note Added: 0009474
2014-06-15 18:52 Torr Samaho Status assigned => needs testing
2014-06-15 19:04 Zalewa Note Added: 0009475
2014-06-15 19:04 XutaWoo Note Added: 0009476
2014-07-22 21:16 Arco Status needs testing => resolved
2014-07-22 21:16 Arco Resolution not fixable => fixed
2014-07-22 21:16 Arco Fixed in Version => 2.0
2018-09-30 23:14 Blzut3 Status resolved => closed






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