Forged Alliance Forever Forged Alliance Forever Forums 2013-10-04T22:05:52+02:00 /feed.php?f=45&t=5449 2013-10-04T22:05:52+02:00 2013-10-04T22:05:52+02:00 /viewtopic.php?t=5449&p=55155#p55155 <![CDATA[Re: How To Debug Desyncs]]>
the reason for this post is to add that desync is caused by code output that does not match in all players sims, this means that table data that is local and not global, also units moving to an invalid position will cause a desync although for this there is no warning or error, it just desyncs.

good luck finding it :)

Statistics: Posted by Domino — 04 Oct 2013, 22:05


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2013-10-04T18:09:48+02:00 2013-10-04T18:09:48+02:00 /viewtopic.php?t=5449&p=55144#p55144 <![CDATA[Re: How To Debug Desyncs]]> Statistics: Posted by RoundTabler — 04 Oct 2013, 18:09


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2013-10-04T17:50:53+02:00 2013-10-04T17:50:53+02:00 /viewtopic.php?t=5449&p=55143#p55143 <![CDATA[Re: How To Debug Desyncs]]>
Can be cause by connection issues such as extreme latency, packet loss, or choke, and incompatible or corrupt mods... And that's about it that I can think of.

Statistics: Posted by IceDreamer — 04 Oct 2013, 17:50


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2013-10-04T15:35:26+02:00 2013-10-04T15:35:26+02:00 /viewtopic.php?t=5449&p=55135#p55135 <![CDATA[How To Debug Desyncs]]>
As far as I know, two ways have been mentioned, and the first has not been so successful:
1. Find something that seems to cause a desync, and sandbox it to see if you can replicate (like the alleged alt-f4 desync bug that we could not replicate reliably),
2. Go through replay command by command till you find the one that desyncs.

Two questions for you Zep:
1. How do we do the second one,
and
2. Is there anything else we can do?

Statistics: Posted by RoundTabler — 04 Oct 2013, 15:35


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