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Host calls startMultiplayerGame() too many times, clients crash #2346
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Buginator commented I don't have a way to test this, but here is my 'easy' fix. In theory, it should work, going by what you printed above. I think I got both cases. Note, I was a bit lazy, and merged the conditions together--then again, even though that is a BOOL, we don't actually check the results, so it don't matter what we return. |
Buginator uploaded file |
Cyp commented Hmmm, for some reason, UTF-16 patches with \r\n line endings like the above seem to confuse the patch command. |
Cyp commented Fix clients and/or host crashing due to the last client clicking ready too many times. Based on patch by Buggy. Throw in a few checks for changing player position or team, too. Closes #2346. Changelog: Fixed crash for all players when the last player clicks "Ready" too many times. |
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Cyp changed resolution from `` to |
Cyp commented Fix clients and/or host crashing due to the last client clicking ready too many times. Based on patch by Buggy. Throw in a few checks for changing player position or team, too. Closes #2346. Changelog: Fixed crash for all players when the last player clicks "Ready" too many times. |
Cyp commented Fix clients and/or host crashing due to the last client clicking ready too many times. Based on patch by Buggy. Throw in a few checks for changing player position or team, too. Closes #2346. Changelog: Fixed crash for all players when the last player clicks "Ready" too many times. |
Cyp commented Fix clients and/or host crashing due to the last client clicking ready too many times. Based on patch by Buggy. Throw in a few checks for changing player position or team, too. Closes #2346. Changelog: Fixed crash for all players when the last player clicks "Ready" too many times. |
keyword_crash
resolution_fixed
type_bug
| by CypAll clients crash due to the host calling startMultiplayerGame() too many times, if the last client clicks ready too many times too fast.
Easy to reproduce in master. When trying to test why it seemed to be fixed in 3.0, I finally ended up reproducing it by clicking ready emphatically enough.
In master, complains about an unhandled NET_FIREUP, and crashes mysteriously.
In 3.0, just crashes mysteriously (but probably did get an extra NET_FIREUP).
Host log: (Note extra startMultiplayerGame().)
Issue migrated from trac:2346 at 2022-04-16 06:48:57 -0700
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