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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
0000561 | Zandronum | [All Projects] Bug | public | 2011-08-15 06:00 | 2014-06-11 18:13 | ||||||||
Reporter | cq75 | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | crash | Reproducibility | always | ||||||||
Status | confirmed | Resolution | open | ||||||||||
Platform | Microsoft | OS | Windows | OS Version | XP/Vista/7 | ||||||||
Product Version | 98d | ||||||||||||
Target Version | Fixed in Version | ||||||||||||
Summary | 0000561: Repeated Changemaps during intermission causes all players to timeout | ||||||||||||
Description | This effect changes based on game mode. It was also tested in the 98E Alpha, r3299 | ||||||||||||
Steps To Reproduce | 1. Start a server (for this test, I started on Doom 2 MAP01) 2. Type Changemap MAP02 3. During intermission, type changemap map02 changemap map03 ... changemap map10 (only spectators will be timed out) changemap map11 (all players will be timed out) In CTF, it's different. (starting at d2ctf1) changemap d2ctf2 changemap d2ctf3 ... changemap d2ctf8 (spectators time out) changemap d2ctf9 (all players time out) if you tell it to change to a nonsense/nonexistent map before the last map change, you can get different results (starting at d2ctf1) changemap d2ctf2 changemap d2ctf3 ... changemap nonsense changemap d2ctf6 (all players time out) Also, if you repeatedly change to the same map, it takes at least 50 changemap commands to cause this effect. | ||||||||||||
Additional Information | It is possible that this effect is intensified as the number of players on the server increases. At the time of the test, I only had two (one playing, one spectating), but during the official beta testing server, there were at least 7 players on my server. I remember that it was much easier to make all of the players time out when there were more participants. | ||||||||||||
Attached Files | |||||||||||||
Notes | |
(0002127) Dusk (developer) 2011-08-17 16:00 edited on: 2011-08-17 16:00 |
"It is possible that this effect is intensified as the number of players on the server increases." This is probably true - back then I accidentally triggered this on a rather full AOW server and after like 2-3 changemaps everybody timed out. |
(0009059) Watermelon (developer) 2014-06-11 16:11 |
Does this happen in 2.0? |
(0009085) Frits (reporter) 2014-06-11 18:08 |
still present in zan 2.0 The more changemap is called during an intermission the longer the delay before the map switches/a time-out for clients happens. It's possible to make myself timeout on a lan server but it's alot harder than using for example a grandvoid server. |
(0009089) Watermelon (developer) 2014-06-11 18:13 |
Thanks yet again for checking I'm wondering if the server floods the client while trying to re-auth every time. The question is if there should be some kind of limit on how fast users can change, or when? Ex: should users be only able to change after a map is fully loaded? Or after all the map loading instructions were sent out? I'm unsure if zan just piles all the map updates into a buffer and deploys it... if it does, then we're probably toast in this case |
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Issue History | |||
Date Modified | Username | Field | Change |
2011-08-15 06:00 | cq75 | New Issue | |
2011-08-17 16:00 | Dusk | Note Added: 0002127 | |
2011-08-17 16:00 | Dusk | Note Edited: 0002127 | View Revisions |
2012-06-09 13:22 | Torr Samaho | Category | General => Bug |
2014-06-11 16:11 | Watermelon | Note Added: 0009059 | |
2014-06-11 16:11 | Watermelon | Status | new => feedback |
2014-06-11 18:08 | Frits | Note Added: 0009085 | |
2014-06-11 18:13 | Watermelon | Note Added: 0009089 | |
2014-06-11 18:13 | Watermelon | Status | feedback => confirmed |
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