Sync errors
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- Felix the Cat
- Posts: 2383
- Joined: 15 Jun 2005, 17:30
Sync errors
I know I'm going to get flamed, but...
The frequency of sync errors in the last two versions seems to be the worst since the .5 series of Spring - you know, back when you considered yourself very lucky if everyone got into battle on the first try, and it was a verifiable miracle if everyone stayed in battle. In the last four battles, three have had sync errors for multiple people in the battle after 10-15 minutes of gameplay.
While new features are nice, I think the Spring community would appreciate it more if the next version concentrated more on stability of the existing game than on new features.
The frequency of sync errors in the last two versions seems to be the worst since the .5 series of Spring - you know, back when you considered yourself very lucky if everyone got into battle on the first try, and it was a verifiable miracle if everyone stayed in battle. In the last four battles, three have had sync errors for multiple people in the battle after 10-15 minutes of gameplay.
While new features are nice, I think the Spring community would appreciate it more if the next version concentrated more on stability of the existing game than on new features.
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- MC: Legacy & Spring 1944 Developer
- Posts: 1948
- Joined: 21 Sep 2004, 08:25
It would help if people would try to find something that people that sync out have in common (a certain building/unit has been built, a shield has been used, a nuke has been launched, people from a certain country / using a certain win version always desync, etc.). I've been playing quite some games lately and none of them has desynced. Neither has any of my ~200 testruns, except the ones which were expected to desync (3.4 vs not 3.4 in the matrix).
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- Posts: 250
- Joined: 22 Jul 2006, 19:58
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- Posts: 250
- Joined: 22 Jul 2006, 19:58
http://www.unknown-files.net/index.php? ... &dlid=1982
found a good one :)
map : River Dale-v01
mod : BalancedAnnihilationV41
it de-syncs the exact moment that a peewee gets killed (teh awesome raid tbo :)) just before the 6 minute mark near the bottom right corner
hope this helps!
found a good one :)
map : River Dale-v01
mod : BalancedAnnihilationV41
it de-syncs the exact moment that a peewee gets killed (teh awesome raid tbo :)) just before the 6 minute mark near the bottom right corner
hope this helps!
http://licho.eu/desync2.zip
This one desyncs almost instantly.
I also had 2 more desync yesterday but cannot find demos.
This one desyncs almost instantly.
I also had 2 more desync yesterday but cannot find demos.
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- Posts: 933
- Joined: 27 Feb 2006, 02:04
If desync replays will help, I can get a bunch of .74 and/or .73 replays emailed or FTPd somewhere. Can you setup or designate some sort of central clearinghouse for these?
One of the most worrying trends is that they seem to "break" almost half the players in a game when they occur now, not just one player. I've played games with more than 6 players where 4 or 5 people will suddenly desync. In some instances it'll be everyone but the host, in some it'll just be random but we will lose two or three. It does seem to happen more often when there's some heavy action going on, usually when bases are getting wrecked.
One of the most worrying trends is that they seem to "break" almost half the players in a game when they occur now, not just one player. I've played games with more than 6 players where 4 or 5 people will suddenly desync. In some instances it'll be everyone but the host, in some it'll just be random but we will lose two or three. It does seem to happen more often when there's some heavy action going on, usually when bases are getting wrecked.
I played a couple of games last night and one of them desynced at the very end. It started as XY desync, which I'm guessing is the position of units. At the time I had a lot of units that were attacking (and getting stuck on solars). I wonder if the cause of the desync was that on one machine the unit got stuck, but on the other it did not. Maybe collison detection is the cause?
Let's go back to the topic. Is it the path finder the problem, or it is just a potential culprit for the sync errors ?
Because I could live with it as it is no, if there would be no sync erros from it for sure.
As the code is compiled now with gcc/migw so we can always blame the compiler... (in 4.0 there were major changes implemented in gcc so the gcc code base is not tested for such a long time in real life).
Anyway is any sync error reproducible ? (so that a debug can be attempted?)
Because I could live with it as it is no, if there would be no sync erros from it for sure.
As the code is compiled now with gcc/migw so we can always blame the compiler... (in 4.0 there were major changes implemented in gcc so the gcc code base is not tested for such a long time in real life).
Anyway is any sync error reproducible ? (so that a debug can be attempted?)