[MP] Automap and Inventory left open on player death
Game logic assumes that when the player dies their Automap and Inventory is closed. Presently these HUDs remain open in a networked-game.
This should considered symptomatic of more serious issues. Indeed, P_KillMobj() is currently charged with various tasks that simply won't function as expected in a networked-game (its called on server-side, not locally).
Fixed|Multiplayer|All Games: Close automap and inventory when player dies
A new packet was added so the server can tell a particular client to
close their automap and inventory.
#3 Updated by skyjake over 8 years ago
- Subject changed from [Multiplayer] Automap and Inventory left open on player death to [MP] Automap and Inventory left open on player death
- Status changed from In Progress to Resolved
- Target version set to 1.15
- % Done changed from 0 to 100
Fixed by adding a new packet that allows the server to tell the client to close the HUDs (causes a call to
This should considered symptomatic of more serious issues.
The solution in the commit is consistent with the current "impure" client/server operating model. If a server does something that only makes sense on the client, a message is sent over the network (vice versa for the client; e.g., player use action).
It is good to note for the record that the current client/server model is built around the principle that the client can "fake" most actions locally, without having to fully sync with the server — for apparent zero latency — while the server has the authoritative world state (expect for the player positions, where client-side state is respected).
In the context of #9, a proper fix would handle all this in a cleaner, higher-level abstract manner.