Desync Issue, has anybody tried...?

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Desync Issue, has anybody tried...?

Postby Gyle » 09 Jan 2017, 19:02

Ok so I'm sure this has already been thought of because you guys are tech Gods and I'm just the guy that cleans the loos but if the standard reasoning goes that the majority of Desyncs on replays happen when people exit out by killing the game directly instead of going via the score screen, is there not some way we can disable the function of the close window button and make it so the quickest route out IS to go through the score screen?

A) is that even possible?
B) has it been mentioned already and shut down by someone with more tech know-how than my toddler.
C) if either the answer to A is yes and B is no, can we try it and see what happens?
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Re: Desync Issue, has anybody tried...?

Postby Viba » 09 Jan 2017, 19:18

I've been watching a live replay and a regular replay, where a desync appeared when first player left, I got confirmation that in both cases the player who left did that via the score screen.

So I guess desync might happen regardless if player leaves forcefully or via score screen?

On a general note, replays and live replays are in a very bad shape currently, making them almost unusable especially in team games. I don't envy being a caster right now scrounging for replays :? ;)
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Re: Desync Issue, has anybody tried...?

Postby CookieNoob » 09 Jan 2017, 21:09

As far as I know, the replay desyncs under some circumsances (i.e. not always) when the connection dialog shows up. Sometimes a bad commandstream is added to the replay information and thus the sim state in the replay is different from the state in the actual game.

It isnt even necessairy for a player to leave the game. However, the code that gets executed is exactly the same when you click on score or press alt+F4 or hit the red "x"... I doubt that the majority of players kills the game by quiting the process in the task manager...

There is some work being done by crotalus:
https://github.com/FAForever/replay-server/pull/1

Needs to be verified when it's completed:

No more zero-sized / corrupted replays
Fewer replay desyncs. Maybe, remains to be seen.


so maybe we get lucky and it gets better a bit when (and if) this gets finished. Last commit was in mid december so it seems like it isnt completely stale and still being worked on.
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Re: Desync Issue, has anybody tried...?

Postby BRNKoINSANITY » 10 Jan 2017, 00:19

This problem is a large part of why casts are so few and far between.
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Re: Desync Issue, has anybody tried...?

Postby Gyle » 10 Jan 2017, 01:18

BRNKoINSANITY wrote:This problem is a large part of why casts are so few and far between.


I second the crap out of this. People just dont realise that searching replays for decent cast material is what takes up 90% of the time.
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Re: Desync Issue, has anybody tried...?

Postby Blodir » 10 Jan 2017, 03:20

I thought you would get a whole ton of submissions? Though I guess it depends on what you consider good enough to be castable material
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Re: Desync Issue, has anybody tried...?

Postby Resin_Smoker » 10 Jan 2017, 04:39

Maybe add a dummy player into the game when the live player drops... thus simulating an active connection to keep the replay alive. Just a though mind you as it seams there would be no simple fix otherwise.

This simulated player could also be used in the case of de-sycs so that the game wouldn't needlessly pause.

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Re: Desync Issue, has anybody tried...?

Postby Sovietpride » 10 Jan 2017, 14:58

It's odd, as sometimes it'll desync in live replay, yet local works for some reason.
I try to submit replays which I find are both interesting + then run through them to make sure no desyncs occur.

I'm sure if you asked for submissions with certain criteria you can get us peons the community to help out.



I also wondered whether it would be possible to have an all-seeing eye type dummy player, but imagine it's to do either he way the games coded. But since I know around zip and nada about code, one can dream.
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Re: Desync Issue, has anybody tried...?

Postby Gyle » 10 Jan 2017, 15:02

Blodir wrote:I thought you would get a whole ton of submissions? Though I guess it depends on what you consider good enough to be castable material


About 5% of what i get is even considerable.
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Re: Desync Issue, has anybody tried...?

Postby Farmsletje » 10 Jan 2017, 16:13

Maybe check the "Replay for casting" topic? Most games posted there are quite good and there's a lot of them that aren't casted yet (A certain 1.5 hour wonder - paragon game) *winks at soviet*
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