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ID | Project | Category | View Status | Date Submitted | Last Update | ||||||||
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0001953 | OpenClonk | Engine | public | 2017-11-05 12:22 | 2017-11-05 12:56 | ||||||||
Reporter | Luchs | ||||||||||||
Assigned To | |||||||||||||
Priority | normal | Severity | minor | Reproducibility | always | ||||||||
Status | new | Resolution | open | ||||||||||
Product Version | |||||||||||||
Target Version | git master | Fixed in Version | |||||||||||
Summary | 0001953: During runtime join, existing players are invalid in OnSynchronized() call | ||||||||||||
Description | Runtime 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 Reproduce | Compare GetPlayerType(some_player) in an OnSynchronized() call during runtime join on host and client. | ||||||||||||
Tags | No tags attached. | ||||||||||||
Attached Files |
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occ (reporter) 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 |