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|ID||Project||Category||View Status||Date Submitted||Last Update|
|0002295||Zandronum||[All Projects] Bug||public||2015-06-08 21:00||2017-10-23 15:06|
|Target Version||3.1||Fixed in Version|
|Summary||0002295: Wall-jitter misprediction issue with high ping|
Quote from Torr SamahoQuote from unknownna
|Steps To Reproduce||1. zandronum -host|
2. Connect a client to the server with an emulated ping of 603.
3. Join the game.
4. Move into walls at a slight angle with +forward and then release +forward.
With the test wad: simply typing "+forward;wait;-forward" in console with 200 ping is enough to get the desync every time.
The problem comes from the fact that the player prediction doesn't actually set the player's ticcmd but only passes it as an argument.
This is problematic because the physics code later use that ticcmd to determine velocity:
In p_mobj.cpp, line 2559:
Torr Samaho (administrator)
|Good finding! I just have a technical question, please see my comment on bitbucket.|
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|Supporters:||unknownna Combinebobnt Daedalus|
|Opponents:||No one explicitly opposes this issue yet.|
|2015-06-08 21:00||unknownna||New Issue|
|2015-06-08 21:00||unknownna||Status||new => confirmed|
|2015-06-08 21:03||unknownna||Summary||Wall-jitter issue with high ping => Wall-jitter misprediction issue with high ping|
|2017-09-11 17:06||Dusk||Relationship added||has duplicate 0002638|
|2017-09-11 17:06||Dusk||Relationship added||related to 0000106|
|2017-09-11 17:07||Dusk||Status||confirmed => needs review|
|2017-09-11 17:32||Leonard||Note Added: 0018273|
|2017-09-11 18:48||Dusk||Target Version||=> 3.1|
|2017-09-17 16:10||Torr Samaho||Note Added: 0018302|
|2017-09-17 16:10||Torr Samaho||Status||needs review => feedback|
|2017-10-04 16:16||Leonard||Status||feedback => needs testing|
|2017-10-23 15:05||Leonard||Status||needs testing => assigned|
|2017-10-23 15:05||Leonard||Assigned To||=> Leonard|
|2017-10-23 15:06||Leonard||Status||assigned => needs testing|
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