[Freeciv-tickets] [freeciv] #44284: Client sends packages when the player has lost

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Sat Apr 16 03:36:00 JST 2022


#44284: Client sends packages when the player has lost

  Open Date: 2022-04-06 23:42
Last Update: 2022-04-15 21:36

URL for this Ticket:
    https://osdn.net//projects/freeciv/ticket/44284
RSS feed for this Ticket:
    https://osdn.net/ticket/ticket_rss.php?group_id=12505&tid=44284

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Last Changes/Comment on this Ticket:
2022-04-15 21:36 Updated by: ihnatus

Comment:

Reply To cazfi
So maybe we just need to identify the cases where the script might get called outside user input ('pulse' comes to mind), and call k_d_p() after such cases, outside any vulnerable iterations?
If I understand you right (since we can't be sure that any method will be called only in "pulse" callback), that means "what if we call k_d_p() at some regular moment outside of game code sections that presume players staying alive, so that a player has low probability to press a wrong button before it is inactivated"? Well, it's possible while does not seem perfect. The perfect way seems to be queuing a packet that inactivates interface as soon as we see we need to; but that requires tedious code changes and/or protocol changes that we are not going to do, at least in 3.0/3.1.

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Ticket Status:

      Reporter: ihnatus
         Owner: (None)
          Type: Bugs
        Status: Open
      Priority: 5 - Medium
     MileStone: 3.0.2
     Component: General
      Severity: 5 - Medium
    Resolution: None
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Ticket details:

Spotted when a script kills in any way a gameloss unit. Before #44274, also happened when you remove a king in editor, after #44273, may be triggered by edit.player_lose() method. It might happen in some other situation and client ignorance/server package warning may be not the only bug effect, since marking players with PSTATUS_DYING and calling kill_dying_players() are distant and things happen between them.

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URL for this Ticket:
    https://osdn.net/projects/freeciv/ticket/44284
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