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IDProjectCategoryView StatusDate SubmittedLast Update
0004605Zandronum[All Projects] Bugpublic2026-04-21 17:172026-05-16 13:12
ReporterBinaryCode 
Assigned ToDrinkyBird 
PrioritynormalSeverityminorReproducibilityalways
StatusfeedbackResolutionopen 
PlatformOSOS Version
Product Version 
Target Version3.3Fixed in Version 
Summary0004605: Logging in, then hard map reset will prevent Database features from working correctly
DescriptionSelf explanatory, this has happened in testing.
Steps To ReproduceUse example file.
In a test server, login, then join the game.
When you join the game, it will run a script to tell you if you logged in or not.
Then in rcon, do "map (whatever map)" and re-enter. It should say you're not logged in, while the login ccmd says otherwise.
Attached Files? file icon Login-Bug.pk3 [^] (766 bytes) 2026-04-21 17:17

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-  Notes
User avatar (0024699)
DrinkyBird (developer)
2026-04-27 15:34

Please try this'https://foss.heptapod.net/zandronum/zandronum-stable/-/commit/bff63b3d044ee2a385b24cfd2c47f6808e301b56/pipelines?ref=topic%2Fdefault%2Fclient-reconnect-log-out [^]'
User avatar (0024713)
DrinkyBird (developer)
2026-05-13 16:53

Well, based on my own testing it seems to work fine.
'https://foss.heptapod.net/zandronum/zandronum-stable/-/merge_requests/365 [^]'
User avatar (0024726)
unknownna (updater)
2026-05-16 08:26

It works and is technically the correct behavior since "map" map changes trigger a reconnect, so this particular issue is resolved.

One issue occurs however if "cl_autologin" is 1 and "cl_startasspectator" is 0 and the client enters the game too fast, then the timing of the script will be off and won't work as intended, because the client can't login early enough before the script does the check, even though it's an ENTER script that assumes the client might be logged in.

Aside from the fixed desync and the issue above, I can't think of any reason why users would expect to be logged out after map changes, even if "cl_autologin" is 0.

I wouldn't expect regular users to differentiate between the underlying behavior of "map" and "changemap" map changes, so with the current behavior, they will lose all progress made after "map" map changes if they forget to login afterwards deliberately, or if "cl_autologin" is 0.

I'd think that regular users would expect to be logged in for the entirety of the gaming session after having logged in once already.
The current behavior of forced logouts during a game session feels rather unexpected and unnatural IMHO.

Could it be made to force the behavior of "cl_autologin 1" when "map" map changes take place, provided that the client was already logged in prior to the map change?
Maybe have the client check if it was logged in upon disconnecting, store the value, and send it to the server upon reconnecting again? The server would then see this, and tell the client to login automatically upon reconnecting.

IMHO, the entire login system needs to become more robust and natural to use.
User avatar (0024732)
unknownna (updater)
2026-05-16 13:12

Another side effect of the current change is that clients with an invalid "authhostname" value will lag needlessly for many seconds upon starting the game either online or offline. The client seems to attempt to connect to invalid auth servers. I'm triggering the glitch by setting it to "test.com".

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- Issue History
Date Modified Username Field Change
2026-04-21 17:17 BinaryCode New Issue
2026-04-21 17:17 BinaryCode File Added: Login-Bug.pk3
2026-04-27 15:34 DrinkyBird Assigned To => DrinkyBird
2026-04-27 15:34 DrinkyBird Status new => assigned
2026-04-27 15:34 DrinkyBird Note Added: 0024699
2026-05-13 16:53 DrinkyBird Note Added: 0024713
2026-05-13 16:53 DrinkyBird Status assigned => needs review
2026-05-13 16:54 DrinkyBird Target Version => 3.3
2026-05-16 08:26 unknownna Note Added: 0024726
2026-05-16 13:12 unknownna Note Added: 0024732
2026-05-16 13:12 unknownna Status needs review => feedback






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