View Issue Details
ID | Project | Category | View Status | Date Submitted | Last Update |
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0001601 | FSSCP | multiplayer | public | 2008-02-18 11:06 | 2008-04-13 19:57 |
Reporter | Shade | Assigned To | karajorma | ||
Priority | normal | Severity | minor | Reproducibility | always |
Status | resolved | Resolution | unable to reproduce | ||
Product Version | 3.6.9 | ||||
Summary | 0001601: Player in a disabled ship will get stuck in-mission on host warpout | ||||
Description | If a player ship gets disabled and the host warps out, they will remain in-mission and never make it to the debriefing, forcing them to quit out. To replicate: Have host warp out while another player is sitting around disabled. | ||||
Tags | No tags attached. | ||||
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I think you're expected to self destruct on those occasions so that someone gets the kill for you. But yeah it does look like a bug to me. Not entirely sure what to do about it though. |
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Yes, Self Destruct migitates it, but you don't always get a chance to destruct. We've had it happen a couple of times in our saturday games where one player gets disabled just as the last objective is completed, and didn't manage to destruct before the host jumped. It doesn't seem to affect stats at least, so it's an annoyance more than anything. |
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Maybe we should just self destruct disabled ships. |
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If you're gonna do that, at least put a couple second delay on it so that you know you got disabled and not totally shot down. |
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IIRC the game checks every 7 seconds after warpout starts if there are any ships left behind and resends a new set of orders. We could simply add a check to see if the ship is disabled here and blow it up if it was. 7 seconds later the game would realise that the player is dead and would take him to the debrief. That's all on memory, I'll check later today. |
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As long as it happens after the warpout, that'll work as a fix. I'd be apprehensive about an automatic destruct during normal play though, as a mission may someday be designed that uses disabling as a plot device. |
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Hmmm. I gave this one a try and I can't reproduce it. When the client is told to warp out they'll call the multi_warpout_all_players() function which contains this line if((Net_player->flags & NETINFO_FLAG_OBSERVER) || (Net_player->flags & NETINFO_FLAG_RESPAWNING) || (Net_player->flags & NETINFO_FLAG_OBSERVER) || ((Player_obj->type == OBJ_SHIP) && (Player_ship->flags & SF_CANNOT_WARP)) ){ The last of those conditions should catch any ship which is currently disabled and the code immediately after sends it straight to the debrief without any warp out. I breakpointed the code immediately after that condition, disabled myself (as a client) and got the server to jump out. Hit the breakpoint every time. |
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I'm going to need more info on how to trigger this one or I'm going to have to close it. |
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Can't reproduce it and I reckon it's a symptom of one of the other warpout bugs instead. |
Date Modified | Username | Field | Change |
---|---|---|---|
2008-02-18 11:06 | Shade | New Issue | |
2008-02-18 14:52 | karajorma | Note Added: 0008875 | |
2008-02-18 23:10 | Shade | Note Added: 0008876 | |
2008-02-20 01:32 | karajorma | Note Added: 0008881 | |
2008-02-20 15:19 | Turey | Note Added: 0008883 | |
2008-02-20 16:49 | karajorma | Note Added: 0008884 | |
2008-02-20 16:49 | karajorma | Status | new => assigned |
2008-02-20 16:49 | karajorma | Assigned To | => karajorma |
2008-02-20 22:46 | Shade | Note Added: 0008885 | |
2008-02-21 01:38 | karajorma | Note Added: 0008886 | |
2008-04-08 22:59 | karajorma | Note Added: 0009205 | |
2008-04-13 19:57 | karajorma | Status | assigned => resolved |
2008-04-13 19:57 | karajorma | Resolution | open => unable to reproduce |
2008-04-13 19:57 | karajorma | Note Added: 0009221 |