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'Fix' race condition where rope is cut as someone mounts the rope #5569
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Bring local up to date
Bring up to date
Not ready yet |
Fixed the hook logic |
Should we rather just prevent cutting ropes if anyone is currently fast roping? That would solve interaction issues fully. |
Fallout from the option ''jumping' Forced example of the 0,0,0 teleportation issue (happened to three groups of two in the above example) Its worth a discussion on what you guys would prefer. I first had it where you can't cut when anyone was on, but I dialed it back to just prevent the jumping issue itself |
We recently ran a fastroping training session, just to get the procedure into our heads to avoid all sorts of shenanigans Arma throws at us. The only complaint at the very end was that jumping interaction. I'd say it's best if we just prevent cutting if anyone is on the ropes. If that's at all possible due to how things are tracked (something on server?). About teleportation issue "fix", it's definitely better that you fall than getting teleported to 0,0,0. Nice catch! |
I'm not sure how this stops the teleport from happening. Can you explain what causes it in the first place? When the rope gets cut, the dummy is simply deleted 60 seconds after, it doesn't go to [0, 0, 0]. |
It's only something that can happen in a latency environment, but what happens in essence is two people hit the fast rope option and one other person immediately after (accidentally) cuts the ropes. When the rope is cut, the hook is removed, but the dummy is still active, so the fast ropers who are still going through the local PFH get attached to the dummy which is at 0,0,0 On deploy:
What happens to the fast ropers when the rope is cut:
Edit: |
I took a deeper look now with the help of your explanations. Great work finding this bug. Your fix prevents the player being attached to the dummy when the rope was already cut. That's good so far. For future reference, I'll explain this in my own words again just so I can understand what was done here:
With this PR the player is not attached to the dummy at all, and just starts falling which is intended behaviour. However, I'm also concerned about the following situation:
This would not be prevented by this PR. I'm not sure how likely that is and if it can happen at all with Arma's networking, but I'll fix it in a seperate PR just to be sure. |
When merged this pull request will: