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Zehra | Two quick questions, can reload time be modified while the client is "reloading" and can "reloading" be forced again, even though the client is already reloading. | 22:27 |
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Zehra | The questions are related to https://github.com/BZFlag-Dev/bzflag/issues/204 - "Thief doesn't always set reload timer before being able to fire." | 22:28 |
blast007 | I think reloading is handled purely client-side | 22:28 |
blast007 | that specific issue may be that a thief shot is being reset to a normal shot on the server | 22:29 |
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Zehra | I'm thinking that it might be related to "forceReload" under the conditions of when the client is already "reloading" and forcing another "reload" to occur. | 22:32 |
Zehra | myTank->forceReload(BZDB.eval(StateDatabase::BZDB_THIEFDROPTIME)); | 22:32 |
blast007 | I know that can happen at least with shot limits if you're shooting fast enough or have high enough latency. Your client still things it has X flag when you shoot, so it sends a shot message with that type. But the server has already dropped your flag, so when it receives that shot message, it resets it to no flag. | 22:32 |
blast007 | that, or the order of some code in the client could be wrong | 22:33 |
Zehra | The order of the code seems right from what I can tell. | 22:38 |
blast007 | so you've replicated the problem? | 22:39 |
Zehra | Nope. But trying to see if one theory of mine holds water. | 22:40 |
Zehra | If "LocalPlayer::getReloadTime" is in the reloading state for all shots and the flag is dropped, this triggers "Player::forceReload", but what happens when it is already with all in the reloading state? | 22:42 |
Zehra | Technically it should simply add additional "time", but I don't think this happens when the conditions are right. | 22:42 |
Zehra | It might sound crazy, but I'm sort of thinking that may be where the problem lies. | 22:43 |
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