Okay, this is what I have so far:
EDIT 8-18-2011: updated reproduction method with new info
Here's the way to reproduce the bug:
You will need two spawn points; one regular one, and one with 'enterOnSpawn 1'.
1. Start a local game (or start a server and connect to it)
2. Spawn a vehicle with radar ability at the second spawn point
3. Spawn at the first spawn point
4. Suicide
5. Spawn at the second spawn point
6. disconnect (or stop the server)
7. start a new game (or start the server and connect). DO NOT CLOSE THE CLIENT!
8. Spawn a DIFFERENT vehicle with radar ability at the second spawn point
9. Spawn at the first spawn point
10. Suicide
11. Spawn at the second spawn point
It should freeze here. If it doesn't, repeat steps 6-11 until it does. It will either crash when you enter the vehicle at the second spawn point, when you click anything on the spawn menu, or when you click 'join game'.
Some more info:
*the bug is NOT caused by any of the python scripts (excepting gpm_battle.py and scoringCommon.py; haven't tested those yet).
*the bug does NOT happen when spawning vanilla BF2 vehicles.
*the bug does NOT happen if you spawn the same car every time.
*the bug does NOT happen in vanilla BF2.
*the bug does NOT crash the server.
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Client Reconnect Freeze Bug
#2
Posted 18 August 2011 - 11:21 PM
Found what's causing this, but you guys aren't going to like it. It's these lines:
ObjectTemplate.createComponent Ability
ObjectTemplate.Ability.radarRadius 285
I removed them from all the caveras and tested each cavera twice (so 12 tries) with no crash. On the 13th I picked a courchelle, 14th a different courchelle and that's where it crashed.
So we either have to get rid of the radar or find some way to make it work without causing this bug. Maybe addTemplating it to an effectBundle or particle would help...
This could pave the way for an idea I had a while back; Radar Utilities
We could have one or more of these on the maps. They should be something like satellite dishes or some sort of radar equipment that spawns on a flag and has radar ability for whichever team owns it. Basically the same as the other utilities but with radar instead of health/ammo. They could either cover the whole map (1 for each map) or parts of the map (several for each map).
ObjectTemplate.createComponent Ability
ObjectTemplate.Ability.radarRadius 285
I removed them from all the caveras and tested each cavera twice (so 12 tries) with no crash. On the 13th I picked a courchelle, 14th a different courchelle and that's where it crashed.
So we either have to get rid of the radar or find some way to make it work without causing this bug. Maybe addTemplating it to an effectBundle or particle would help...
This could pave the way for an idea I had a while back; Radar Utilities
We could have one or more of these on the maps. They should be something like satellite dishes or some sort of radar equipment that spawns on a flag and has radar ability for whichever team owns it. Basically the same as the other utilities but with radar instead of health/ammo. They could either cover the whole map (1 for each map) or parts of the map (several for each map).
#3
Posted 20 August 2011 - 12:05 PM
Yeah Chael I have had the same idea for a long time as dozens of radars visible at the same times isn't good.
#4
Posted 20 August 2011 - 02:00 PM
try this
add your exact radar code to a vanilla BF2 vehicle,and see what happens
add your exact radar code to a vanilla BF2 vehicle,and see what happens
#5
Posted 20 August 2011 - 07:59 PM
Cool Cassio; we could use the satellite commander asset as a placeholder until we can get a better model for it.
Yeah I thought about trying that Devilman; pretty sure that will cause the bug (I'll check when I have some time).
It really takes some specific steps to cause this bug, which is probably why no one knew about it until now. I think I might be able to reduce the steps for reproduction (skip the first spawn point stuff), but it needs a little testing. When I have it 100% sorted out I'll post it on bfeditor.org (is there a master bug list somewhere? I have a million).
Yeah I thought about trying that Devilman; pretty sure that will cause the bug (I'll check when I have some time).
It really takes some specific steps to cause this bug, which is probably why no one knew about it until now. I think I might be able to reduce the steps for reproduction (skip the first spawn point stuff), but it needs a little testing. When I have it 100% sorted out I'll post it on bfeditor.org (is there a master bug list somewhere? I have a million).
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