[odamex-bug-reporter] [Bug 1099] New: Weapon switch desync

  • From: odamex-bugtracker@xxxxxxxxxx
  • To: odamex-bug-reporter@xxxxxxxxxxxxx
  • Date: Tue, 08 Jul 2014 08:30:26 +0000

http://odamex.net/bugs/show_bug.cgi?id=1099

            Bug ID: 1099
           Summary: Weapon switch desync
    Classification: Unclassified
           Product: Odamex
           Version: 0.7.x
          Hardware: x86 (Windows, Linux, etc)
                OS: Windows 2000/XP/Vista/7
            Status: NEW
          Severity: major
          Priority: P1
         Component: Client
          Assignee: odamex-bug-reporter@xxxxxxxxxxxxx
          Reporter: raijinsc@xxxxxxxxx

A common trick in Doom is to switch to a weapon (usually the fist) right before
picking up a stronger weapon, in a way that the said weapon is loaded up and
ready to fire in much less time. The issue starts when one switches weapons and
picks up the weapon at roughly the same time (the weapon switching occurring
right after the weapon pickup, I believe). The client performs the trick
nonetheless, however, this trick did not happen server-side, so as soon as one
shoots the weapon, the server will forcefully snap the client's weapon to the
fist, as it has always been in the server. Here is another description of what
happens:

<HeX9109-> the server thinks the fist is out because the signal to switch to
fist got to the server as zakken was picking up the ssg
<HeX9109-> so the client switches to the ssg, but the server is in the middle
of "switching the weapon" and puts up the fist
<HeX9109-> so client gets ssg and server gets fist, but when zakken fires the
server is like WOAH I THOUGHT YOU HAD THE FIST OUT WHAT THE FUK

The attached demo showcases the bug quite a few times. This may not happen to
players with low ping, seeing as I haven't noticed any others actively pointing
this bug out.

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