Desyncs in replays

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Desyncs in replays

Postby Softly » 31 Mar 2013, 15:35

It seems we have a rough idea of what can cause desyncs, but this is still far from a workable solution.

To solve it, we have to make sure we know the exact problem. I propose that any replays you see desync get posted here so we can see them and look for similarities, with the ultimate aim of reproducing the problem.

Please post:
1)The replay.
2)The time of the desync.
3)Who left (if you can remember).
4)Also give a rough idea of what scale of game it was, e.g did it desync before t3 land/air came out or did it go all the way to experimental game-ender phase?

Please don't post featured mods, or games that desync without someone leaving because this is probably another issue.
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772641-XBX-Diligence.fafreplay
Desynced at t2 land/air stage when SYSTEM_FALURE left ~9:15
(302.05 KiB) Downloaded 26 times
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Re: Desyncs in replays

Postby Softly » 31 Mar 2013, 15:48

Another replay
Attachments
754433-Vatueil.fafreplay
Quasor left, at the t2 not quite t3 stage of the game ~13:00
(171.29 KiB) Downloaded 29 times
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Re: Desyncs in replays

Postby pip » 31 Mar 2013, 18:26

I watched both, can't figure out the common point. I think it's not related to the projectiles of the quitting player after all, since when the second replay desynches, the guy is dead for some time, his units all dead.
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Re: Desyncs in replays

Postby Softly » 31 Mar 2013, 18:27

Third replay
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Bug.fafreplay
T3 + experimental stage, 38 mins in
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Re: Desyncs in replays

Postby Softly » 31 Mar 2013, 18:27

Also in the first two replays there was no t3 air when it desynced, so it can't be that.
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Re: Desyncs in replays

Postby rootbeer23 » 31 Mar 2013, 18:41

i tell you what causes the desync...
someone quits the game...
so that means: the process dies, doesnt answer to network traffic anymore.
so what to do about it?
1) analyze the network traffic that happens after someone goes to look at the scores vs someone just quits.
2) prevent alt+f4. e.g. print a warning in capital letters with lots!!! of !!! exclamation!!!! marks.

if its a an issue with the synchronization of network traffic then you will not find a clue in progression of the game.
since it happens when someone quits -> its likely the above problem and not related to what units are on the map.
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Re: Desyncs in replays

Postby ColonelSheppard » 31 Mar 2013, 19:21

at the very end when squeeze dc's
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Dsync.fafreplay
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Re: Desyncs in replays

Postby Softly » 31 Mar 2013, 19:41

@ Sheppard: How long is the replay?

@ root: why would someone quitting affect anyone elses simulation? The replays clearly turn out differently when you play them back, a dead person can't give orders or affect the game so why would a quit change anything?
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Re: Desyncs in replays

Postby ColonelSheppard » 31 Mar 2013, 19:44

20min or something
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