Multiple SendNetworkEvent calls crash Gzdoom [4.7.1]

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Multiple SendNetworkEvent calls crash Gzdoom [4.7.1]

Postby Apeirogon » Mon Nov 22, 2021 1:25 pm

Download nuts
https://www.doomworld.com/idgames/level ... s/m-o/nuts
attached file and launch them.

As soon as you start new game Gzdoom crash. Sometimes with, sometimes without "very bad error" window.
If you open zscript file in attached archive and reduce magic_number variable to 10 OR comment line 35 in the same file, crash go away.
You do not have the required permissions to view the files attached to this post.
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Re: Multiple SendNetworkEvent calls crash Gzdoom [4.7.1]

Postby Rachael » Mon Nov 22, 2021 1:47 pm

My guess is you're overloading the network buffer.

My first question would be - why do you need that many NetworkEvents?

A crash is a crash and it should be dealt with, *especially* buffer overflows since that can be abused (it should at least just error out and bump you to the console window) - but - what are you doing that you need that many NetworkEvents? This is a prime example of something that will not run well if played online at all.
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Re: Multiple SendNetworkEvent calls crash Gzdoom [4.7.1]

Postby Apeirogon » Mon Nov 22, 2021 1:57 pm

Just tested things in "real world edge case situation" and discovered this.
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Re: Multiple SendNetworkEvent calls crash Gzdoom [4.7.1]

Postby Graf Zahl » Mon Nov 22, 2021 2:05 pm

Rachael wrote:My guess is you're overloading the network buffer.

My first question would be - why do you need that many NetworkEvents?

A crash is a crash and it should be dealt with, *especially* buffer overflows since that can be abused (it should at least just error out and bump you to the console window) - but - what are you doing that you need that many NetworkEvents? This is a prime example of something that will not run well if played online at all.



The buffer management in the networking code is not really in a state to be fixed, unfortunately.
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Re: Multiple SendNetworkEvent calls crash Gzdoom [4.7.1]

Postby Cacodemon345 » Tue Nov 23, 2021 9:45 am

This issue will also happen more often on Windows systems with programmable mice when RawInput is enabled with such ZScript NetworkEvent code, leading to extremely weird behaviour or even crashes.

Unfortunately the bug report for that is currently On Hold.
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