onUserSelectedPlayer is unreliably by receiving null entity way too often. Happens seemingly at the same rate no matter how you setup the game - normal respawn, timer, no timer, selectPlayer createUnit, all have a random change of firing the event without an entity (getUserInfo doesn't have player unit either)
Description
Description
Details
Details
- Severity
- None
- Resolution
- Open
- Reproducibility
- Random
- Operating System
- Windows 10 x64
- Category
- Multiplayer
Steps To Reproduce
- Launch attached mission with 2 players
- Use "Respawn player 2" action on server side until you get "GOT NULL" message
- Observe how often it happens
What's weird is that sometimes you get into streaks with lots of nulls, sometimes you have no nulls for 100s of respawns. Something weird is going on under the hood.
Event Timeline
Comment Actions
Revision: 151392
the engine will try up to 50 times, the number of attempts is passed to the EH