0.73b1 test release 4, pretty much the final 0.73b1 version - Page 6

0.73b1 test release 4, pretty much the final 0.73b1 version

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Betalord
Former Engine Dev
Posts: 543
Joined: 29 Jun 2005, 09:31

Post by Betalord »

Pwnedbyryan wrote:I don't see size of the map listed anywhere in the battleroom. :(
Actually it is, hover your mouse over the map and hold it there for a second :)
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Peet
Malcontent
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Joined: 27 Feb 2006, 22:04

Post by Peet »

Am I the only one who's been finding that there are a large number of games that desync?
danzel
Posts: 56
Joined: 30 Sep 2005, 01:49

Post by danzel »

Tobi wrote:True, guess it's this bug then:
jcnossen wrote:- tasclient searches for bots in wrong dir
I'm fairly certain this was fixed.
I have a fresh install of spring 0.73 and TASClient shows AAI in the add bots dialog.
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OOmiz
Posts: 46
Joined: 06 Sep 2006, 12:47

Post by OOmiz »

P3374H wrote:Am I the only one who's been finding that there are a large number of games that desync?
No. We had a game with three different winners. :P
Pwnedbyryan
Posts: 32
Joined: 16 Aug 2006, 19:25

Post by Pwnedbyryan »

it would be nice to have the act of pausing re-sync the players who are out of sync, but it never quite seems to work. maybe that can be a feature for next release... a GIANT RED "re-sync" button. yayz
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Re sync isn't implemented at all. I suspect if something causes de-sync at some part it the game, it would be very likely that it is in a part of code that will be executed in the next frame as well.
In that case if resync was implemented, you would be resyncing all the time...
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Shadowfury333
Posts: 55
Joined: 25 Sep 2006, 00:32

Post by Shadowfury333 »

OOmiz wrote:
P3374H wrote:Am I the only one who's been finding that there are a large number of games that desync?
No. We had a game with three different winners. :P
Are you sure that you weren't playing Soccer?

Seriously though, I hope that this gets fixed. There's not much worse than a de-synced game, though it can sometimes provide entertainment value.
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PauloMorfeo
Posts: 2004
Joined: 15 Dec 2004, 20:53

Post by PauloMorfeo »

Resynching could mean one client saying «look, i have a krogoth here», «what? no way, your client has no krogoth! Sync error!» - resync - «ho, wait, you do have a krogoth over there.»

Anyway, it is kind of odd, because i've seen a few times a person throw a few consecutive sync errors, me thinking the game would be doomed, but have the sync errors stop after a while...
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

Like Caydr proposed, a console command that pauses the game and sends the host's gamestate (including e.g. the random generator state) to all clients.
HawkMan
Posts: 53
Joined: 20 Jul 2006, 22:28

Post by HawkMan »

The game shoudl detect desyncs and resync itself without player involvement and withotu players even noticing.

could be a simple matter of the host once every 5 seconds or so sending a ping to all clients to get a delay timsteamp, then asking for full coordinates of a set number of random untis from all clients at some exact timestamp, and if they don't match, it resyncs.
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Tim Blokdijk
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Joined: 29 May 2005, 11:18

Post by Tim Blokdijk »

Write a patch
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jcnossen
Former Engine Dev
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Joined: 05 Jun 2005, 19:13

Post by jcnossen »

Anyway, it is kind of odd, because i've seen a few times a person throw a few consecutive sync errors, me thinking the game would be doomed, but have the sync errors stop after a while...
This can happen because the unit that is unsynced is destroyed, or something else happens that causes the unsynced data to be initialized again by synced data. It's not any deliberate re-syncing taking place.
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BlackLiger
Posts: 1371
Joined: 05 Oct 2004, 21:58

Post by BlackLiger »

Still no fix on the F10 movie bug, where if you cancel it, spring still assumes its taking the movie....
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rattle
Damned Developer
Posts: 8278
Joined: 01 Jun 2006, 13:15

Post by rattle »

...or produces random garbage.
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KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

HawkMan wrote:The game shoudl detect desyncs and resync itself without player involvement and withotu players even noticing.

could be a simple matter of the host once every 5 seconds or so sending a ping to all clients to get a delay timsteamp, then asking for full coordinates of a set number of random untis from all clients at some exact timestamp, and if they don't match, it resyncs.
That's still very difficult, a manual resync command would be easier to implement.
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