I know this is something people have observed, but also seemingly ruled out because we cannot reproduce the desync using all known methods of leaving. But it is also undeniable that (for the replay desyncs I've seen) they are all related to this somehow.
So, I'm wondering if it is something to do with player number assignment and/or somehow the proxy server is involved. The reason for this is because I have noticed:
- in certain desynced replays, sometimes a player seems to die for no reason (i.e. the desync did not end up with something killing the ACU). This death coincides with when another player DOES die in the game, BUT it is sometimes not the correct player that blows up in the desynced replay.
Without a deep understanding of the replay, it seems that maybe it records a player death event separately, but the player ID was somehow muddled up after desync. Nukes also seem to be separately recorded/simulated - as in a desynced replay, you still get the ally nuke ping on the map (when a nuke occurs in the game), even if there are no nukes in the desynced replay.
- in certain (rare) circumstances, a game with no connection issues (no lag) sometimes, after a certain player leaves, becomes horrible. (Constant network lag.) If it was traditional network P2P or simulation "lag", you would expect someone leaving to only improve the situation, not worsen it. So it seems that sometimes, somehow certain players are "crucial" to the P2P "network" - I would have suggested they were acting as a node, but afaik, FAF does not use players as nodes at all. However, this phenomenon has definitely been observed, even if rare.
So, I'm thinking that perhaps the desync can be caused by someone leaving, which then stuffs up player assignment numbers somehow in the replay (but not in the game), hence causing desyncs. As to why the game would be fine but the replay not, others with a better knowledge might be able to comment.Statistics: Posted by whootle — 19 Feb 2014, 13:53
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