https://github.com/EvolutionRTS/Evoluti ... eather.lua
This, if run long enough will start causing sync errors. It's unfortunate, because it is really neat. Some minor issues, but the sync errors make it a non-starter.
But what I'm having trouble understanding is... if it's unsynced, how would it cause a sync error?
How does an unsynced widget cause sync errors?
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- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: How does an unsynced widget cause sync errors?
what makes you say it will cause sync errors?
why did I see no reports?
why did I see no reports?
- Forboding Angel
- Evolution RTS Developer
- Posts: 14673
- Joined: 17 Nov 2005, 02:43
Re: How does an unsynced widget cause sync errors?
Honestly we mostly gave up on it a while ago and I begged ivand to have a look at it and see if there was anything to be done to make it less quirky.
Wrt the sync error thing, well I suppose I never spent a ton of time thinking about it. My thinking was "how would it be a problem with the engine if it is definitely the Lua causing it", however, I can see how a widget causing sync errors would be cause for concern from the engine side.
But like I said, I never considered that it could be any issue with the engine.
Wrt the sync error thing, well I suppose I never spent a ton of time thinking about it. My thinking was "how would it be a problem with the engine if it is definitely the Lua causing it", however, I can see how a widget causing sync errors would be cause for concern from the engine side.
But like I said, I never considered that it could be any issue with the engine.
- Silentwings
- Posts: 3720
- Joined: 25 Oct 2008, 00:23
Re: How does an unsynced widget cause sync errors?
Any sync error with a current version is worth reporting (with replays), whether you have a guess for the cause or not.
Re: How does an unsynced widget cause sync errors?
Correction: before reporting a desync, check the infolog for lua errors.