Follow-up Comment #27, bug #9861 (project wormux):
I would say the problem is with the constructor calling ReloadLauncher, which
requests a projectile instance. The mine is affected, but it could have been
other weapons.
I see 2 solutions:
- we delay ReloadLauncher (then no longer part of the constructor) to after
random number have been received
- we add a new method in Weapon that would initialize any random data related
to that weapon. In the case of the mine, this would update the projectile fake
state.
Any of the 2 possibilites would be explicitely called when starting the
network game, possibly just before the map is loaded and characters/mines are
positionned on the ground.
In any case, this means a minimal number of random numbers have been
received. Can we determine this number? Can we ensure this minimal number has
been received? I think those are the next problems to solve afterwards.
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