Animation Timers #20

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opened 2021-09-12 00:52:38 -07:00 by xylemon · 2 comments
Owner

We talked about this and we know something is wrong

We talked about this and we know something is wrong
xylemon added the
FreeHL
FreeSci
Base
labels 2021-09-12 00:52:38 -07:00
eukara was assigned by xylemon 2021-09-12 00:52:39 -07:00
xylemon added the
Engine
label 2021-09-12 03:04:18 -07:00
Owner

Alright, so the breakdown:

input_sequence is set by the current commandframe. The client knows of clientcommandframe
(which is the latest input frame being built) and servercommandframe (last input frame we
received from the server).

The problem is that while the client has a nice, consistent record of servercommandframe...
But the one on the server? Always 0. The engine isn't setting it.

This means every single pseudorandom number on the server is the same. The seed is always 0.

So on the client we get all the different random animations, right?
Well on the server, it'll always output the same number, hence the same animation
with the same timer.
On some weapons with just one idle, or idles with the same animation length the bug there-
fore does not occur.

Alright, so the breakdown: **input_sequence** is set by the current commandframe. The client knows of **clientcommandframe** (which is the latest input frame being built) and **servercommandframe** (last input frame we received from the server). The problem is that while the client has a nice, consistent record of **servercommandframe**... But the one on the server? **Always 0.** *The engine isn't setting it.* This means every single pseudorandom number on the server is the same. The seed is always 0. So on the client we get all the different random animations, right? Well on the server, it'll always output the same number, hence the same animation with the same timer. On some weapons with just one idle, or idles with the same animation length the bug there- fore does not occur.
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Reference: tech/nuclide#20
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