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0001953OpenClonkEnginepublic2017-11-05 12:222017-11-05 12:56
ReporterLuchs 
Assigned To 
PrioritynormalSeverityminorReproducibilityalways
StatusnewResolutionopen 
PlatformOSOS Version
Product Version 
Target Versiongit masterFixed in Version 
Summary0001953: During runtime join, existing players are invalid in OnSynchronized() call
DescriptionRuntime join causes an OnSynchronized script call right after the savegame is created/loaded. During this call on the joining client, existing players apparently aren't valid and GetPlayerType() returns 0 for them. If code checking the player type in OnSynchronized conditionally does sync-relevant stuff (like creating an effect), the joining player immediately desyncs.
Steps To ReproduceCompare GetPlayerType(some_player) in an OnSynchronized() call during runtime join on host and client.
TagsNo tags attached.
Attached Files

Notes
(0005891)
occ   
2017-11-05 12:56   
Hi! There's been a check-in that references this bug. For more information you can visit the repository browser at this address:
https://git.openclonk.org/openclonk.git/commitdiff/c0047bdc5305640602082d9eb7e320c31700a67c

Changeset c0047bd by Lukas Werling <lukas.werling@gmail.com>
Fix a desync during runtime join (GH-58)

This is a workaround for a more complex engine-side issue. See 0001953


Issue History
2017-11-05 12:22LuchsNew Issue
2017-11-05 12:56occNote Added: 0005891