IRC logs of Freenode #BZFlag for Wednesday, 2019-09-04

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ZehraTwo 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
ZehraThe 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
blast007I think reloading is handled purely client-side22:28
blast007that specific issue may be that a thief shot is being reset to a normal shot on the server22:29
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ZehraI'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
ZehramyTank->forceReload(BZDB.eval(StateDatabase::BZDB_THIEFDROPTIME));22:32
blast007I 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
blast007that, or the order of some code in the client could be wrong22:33
ZehraThe order of the code seems right from what I can tell.22:38
blast007so you've replicated the problem?22:39
ZehraNope. But trying to see if one theory of mine holds water.22:40
ZehraIf "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
ZehraTechnically it should simply add additional "time", but I don't think this happens when the conditions are right.22:42
ZehraIt might sound crazy, but I'm sort of thinking that may be where the problem lies.22:43

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