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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0003261 | Zandronum | [All Projects] Bug | public | 2017-09-11 14:35 | 2023-01-01 16:24 | ||||||||
Reporter | Dusk | ||||||||||||
Assigned To | Dusk | ||||||||||||
Priority | normal | Severity | crash | Reproducibility | N/A | ||||||||
Status | needs review | Resolution | open | ||||||||||
Platform | OS | OS Version | |||||||||||
Product Version | |||||||||||||
Target Version | 3.1 | Fixed in Version | |||||||||||
Summary | 0003261: Resolve the player_t::mo null pointer nonsense | ||||||||||||
Description | The underlying codebase seems to assume that all valid players have a valid mo pointer. Something on our end breaks this invariant which has caused a lot of crashes in the past. I think we should resolve this once and for all. | ||||||||||||
Attached Files | |||||||||||||
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Dusk (developer) 2017-09-11 17:02 |
Looks like this was very easy to fix. Turns out that when a player joins from spectators, the server destroys the player body and creates a new one with two separate commands, meaning there's a window inside what anything could happen. I changed this now, and removed the null check bandaids which should be superfluous now. This needs a testing session or two to check whether it's stable or not. |
Ivan (reporter) 2018-10-08 21:01 |
Can someone provide a build to test this? |
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Supporters: | unknownna |
Opponents: | No one explicitly opposes this issue yet. |
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Date Modified | Username | Field | Change |
2017-09-11 14:35 | Dusk | New Issue | |
2017-09-11 14:35 | Dusk | Assigned To | => Dusk |
2017-09-11 14:35 | Dusk | Status | new => assigned |
2017-09-11 17:02 | Dusk | Note Added: 0018271 | |
2017-09-11 17:02 | Dusk | Status | assigned => needs review |
2018-10-08 21:01 | Ivan | Note Added: 0020035 |
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