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onUserSelectedPlayer is unreliable by reporting null entity
Closed, ResolvedPublic

Description

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)

Details

Severity
None
Resolution
Open
Reproducibility
Random
Operating System
Windows 10 x64
Category
Multiplayer
Steps To Reproduce
  1. Launch attached mission with 2 players
  2. Use "Respawn player 2" action on server side until you get "GOT NULL" message
  3. 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

SaMatra created this task.Feb 11 2024, 4:55 AM
BIS_fnc_KK set Ref Ticket to AIII-56250.Feb 12 2024, 12:11 AM

Revision: 151392

the engine will try up to 50 times, the number of attempts is passed to the EH

BIS_fnc_KK removed BIS_fnc_KK as the assignee of this task.Feb 12 2024, 11:45 PM
BIS_fnc_KK changed the task status from New to Feedback.
BIS_fnc_KK added a subscriber: BIS_fnc_KK.
Wulf closed this task as Resolved.Apr 25 2024, 3:42 PM
Wulf claimed this task.
Wulf added a subscriber: Wulf.

Should be fixed in Dev build 151757.