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Crashbug on kill after disconnect #2243
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Kills after disconnect were always kinda buggy. Maybe we can hold the player object until all projectiles are destroyed. |
On disconnect walk over all entities then find and destroy the grenades maybe? |
Yikes not to sure if this is nice :c |
@AssassinTee i think the m_Team on kill messages is pretty new. And I tested it on current master so newer than 0.7.3.1 Oh the free kill is an interesting thing i did not think of that. But also keeping the player object and occupying the id until all projectiles are destroyed would solve this. |
teeworlds/src/game/server/gamecontext.cpp Line 149 in dd522d3
? |
Reproduced with a dummy |
Some scenario:
Note that in 2.i, we have to save the original team in the projectile data. |
Fixed bz #2250 |
2243: Workaround for client crash on predicted explosion r=def- a=trml I haven't been able to find the exact source of the problem yet, but at least this seems to get rid of the segfault. The crash only happened with with recent versions of gcc and -O3 for me. Co-authored-by: trml <trml@users.noreply.github.com>
Fire a grenade and then disconnect. If the grenade does a kill the server dies :c
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