How To Debug Desyncs

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How To Debug Desyncs

Postby RoundTabler » 04 Oct 2013, 15:35

Hey Zep, not sure where to post this, but many of us would like to help pin down what causes desyncs, but: how?

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?
Avantgarde: bug reports go to you [zep] via PM?
Ze_PilOt_: no
Ze_PilOt_: never.

Ze_PilOt: FA is not about being in a comfort zone all the time.
I think the game you want to play is Starcraft 2.
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Re: How To Debug Desyncs

Postby IceDreamer » 04 Oct 2013, 17:50

Desyncs are simple; they are caused when one PC thinks one thing is happening and another thinks something else is happening. The disagreement is known as a desync. In Supcom, it can get bad very quickly, because a few units difference can grow into an exponential gap.

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.
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Re: How To Debug Desyncs

Postby RoundTabler » 04 Oct 2013, 18:09

ShadowKnight: I am aware of what desyncs are, I'm wondering how to figure out what in particular is causing them, and trying to fix it. Zep has indicated that it is possible in one of several ways.
Avantgarde: bug reports go to you [zep] via PM?
Ze_PilOt_: no
Ze_PilOt_: never.

Ze_PilOt: FA is not about being in a comfort zone all the time.
I think the game you want to play is Starcraft 2.
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Re: How To Debug Desyncs

Postby Domino » 04 Oct 2013, 22:05

as indicated there are many causes of a desync and they are very hard to find IF you are not the creator of the code that is desyncing,

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 :)
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