|View Issue Details|
|ID||Project||Category||View Status||Date Submitted||Last Update|
|0009489||New issues||Synchronization||public||2016-12-09 00:24||2017-03-10 22:51|
|Summary||0009489: Sometimes spawnPlayer doesn't sync|
|Description||Sometimes after spawnPlayer (in another dimension) it can happen, that one or more other client(s) don't get the positions of the body of the spawned player.|
That means the body of that guy stays in the same position where it became spawned, but rotates, does animations, shoots etc.
The server knows the exact position, but some clients don't get it synced.
|Steps To Reproduce||Spawn players in another dimension.|
|Additional Information||Most of the times it happened to players with high ping/packetloss.|
Could be the reason for that problem.
Some players had the bug more than one time - and they don't have a good internet connection.
It's really annoying for tactics servers, because these guys can kill others while staying invisible.
|Tags||No tags attached.|
|"Spawn players in another dimension." is probably not enough information to go on for reproducing this bug.|
It appeared again and I think I know, what the problem is:
Haven't had the bug for many weeks, then set bandwidth_reduction to maximum and had the bug again.
The player sync his position with the server, but the server doesn't sync his position with the clients.
It's 99% bandwidth_reduction (maximum)
Had the bug many times, but now not only one time.
Not sure how to reproduce it.
Now I'm 100% sure, that it's bandwidth_reduction.
On "maximum" we had the bug like every 2nd day.
Since I changed it to "none" like 3 months ago we never had this bug again.
Not sure if it's because of dimension or only because of spawnPlayer, but the bug can occure after spawnPlayer in another dimension (same position).
|I've been using bandwidth reduction on maximum since it's introduction many years ago and I've never seen or heard of someone complain about this bug, the way you spawn players might be unusual meaning that it only happens on your server also you should try bandwidth reduction on medium as it will save a lot of CPU and bandwidth.|
local x, y, z = getElementPosition ( player )
local _, _, rot = getElementRotation ( player ))
local team = getPlayerTeam ( player )
local gang = getElementData ( player, "gangwarGang" )
spawnPlayer ( player, x, y, z+1, rot, skinids[gang] or 0, 0, area.dimension, team )
Previous skin-ID is always 0, skinids[gang] can give every possible skin-ID. area.dimension is a dimension somewhere near 65534 (most of the time 65533).
I could check the bug three times when it occured.
The server knew the right position, rotation etc., but client didn't.
Here this player was shooting, rotation, crouching etc. Only the position was wrong.
Here after I used spawnPlayer again the player was visible. setElementPosition didn't work, but spawnPlayer worked.
The position didn't sync with every client, not sure why.
Oh and the skin-IDs on the three screens were 237 (2x) and 141
|2016-12-09 00:24||Bonus1702||New Issue|
|2016-12-09 01:02||Bonus1702||Note Added: 0025482|
|2016-12-09 16:57||arranTuna||Priority||high => normal|
|2016-12-09 16:57||arranTuna||Category||Client => Synchronization|
|2016-12-09 16:57||arranTuna||Summary||sometimes the bodies-positions don't sync for client => Sometimes spawnPlayer doesn't sync|
|2016-12-10 05:47||qaisjp||Note Deleted: 0025482|
|2016-12-20 17:28||arranTuna||Note Added: 0025514|
|2016-12-20 17:28||arranTuna||Status||new => feedback|
|2017-02-02 19:57||Bonus1702||Note Added: 0025661|
|2017-02-02 19:57||Bonus1702||Status||feedback => new|
|2017-02-12 15:24||Bonus1702||Note Added: 0025669|
|2017-03-10 21:18||Bonus1702||Note Added: 0025693|
|2017-03-10 22:29||arranTuna||Note Added: 0025697|
|2017-03-10 22:51||Bonus1702||Note Added: 0025698|
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