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Bug #2099

[MP] Spurious remote player movements

Added by skyjake about 4 years ago. Updated about 4 years ago.

Status:
Closed
Priority:
Urgent
Assignee:
Category:
Regression
Target version:
Start date:
2015-07-10
% Done:

100%


Description

rhargrave wrote:

I've been playing some coop, and it looks like the local player's movement state is being applied to other players' models as well. For instance, when you strafe, that player will strafe too, until the server sends a motion update.

GhostGuy wrote:

I have noticed that the recent build is that the player (client) shows animation problems. One player would see the other player's animation move on its own when the first player moves around. When one player dies, it also show the body moves when the other player that is still alive moves across the floor.

Associated revisions

Revision 33c44c99 (diff)
Added by skyjake about 4 years ago

Fixed|Bindings: Local player controls applied to all players

Fixes the problem where in multiplayer games, remote players would
undergo spurious movements in rhythm with the local player.

`P_ConsoleToLocal` returns -1 if the console isn't local. However,
when iterating through bindings, -1 was interpreted to mean "iterate
everything" rather than restricting the iteration to a single player.

IssueID #2099

Revision 997f4df4 (diff)
Added by skyjake about 4 years ago

Fixed|Bindings: Local player controls applied to all players

Fixes the problem where in multiplayer games, remote players would
undergo spurious movements in rhythm with the local player.

`P_ConsoleToLocal` returns -1 if the console isn't local. However,
when iterating through bindings, -1 was interpreted to mean "iterate
everything" rather than restricting the iteration to a single player.

IssueID #2099

History

#1 Updated by skyjake about 4 years ago

  • Status changed from In Progress to Resolved
  • Target version set to 1.15.2
  • % Done changed from 0 to 100

This turned out to be a pretty simple bindings regression / refactoring oversight. The player's controls were inadvertently being applied to all players — remote and local.

#2 Updated by skyjake about 4 years ago

  • Status changed from Resolved to Closed

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