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IDProjectCategoryView StatusDate SubmittedLast Update
0003389Zandronum[All Projects] Bugpublic2018-03-02 13:162018-03-02 13:18
Assigned To 
PlatformMicrosoftOSWindowsOS VersionXP/Vista/7
Product Version3.0 
Target VersionFixed in Version 
Summary0003389: SetWeapon desyncs if called during the first moments of new map
DescriptionIf SetWeapon is called shortly after loading a new map, it is ignored serverside. But clientside, it is still executed. This causes the client to see the wrong weapon selected, and leads to further permanent ammo desyncs as the client attemps to shoot it.

After a second or so of server playing a new map, SetWeapon begins to work properly.
Steps To ReproduceThe example wad defines a player class that starts with a shotgun and the BFG. By default, the BFG is selected.

An ENTER script is defined to make the player start with the shotgun selected instead of the BFG:
script 1 ENTER

To trigger the bug, you need to be on a real server and join very quickly after a new map loaded. You can do this either by creating a new server and joining very quickly after connecting, or by doing the following:
1. join
2. select BFG
3. changemap to another map
4. shoot immediately after joining

You'll see that you have the shotgun selected. But if you fire it, you'll actually shoot the BFG instead. Ammo counts will also permanently desync due to being predicted clientside instead of being set serverside.
Attached Files? file icon setweapon-enter-desync.wad [^] (568 bytes) 2018-03-02 13:16

- Relationships

-  Notes
User avatar (0019098)
Korshun (reporter)
2018-03-02 13:18

Forgot to tell you, this bug is present since at least 2.1.2.

Issue Community Support
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Supporters: Korshun Fused
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2018-03-02 13:16 Korshun New Issue
2018-03-02 13:16 Korshun File Added: setweapon-enter-desync.wad
2018-03-02 13:18 Korshun Note Added: 0019098

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