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"Ghost" Units - Multiplayer Units Out of Synchronization #1268

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wzdev-ci opened this issue Dec 27, 2009 · 20 comments
Closed

"Ghost" Units - Multiplayer Units Out of Synchronization #1268

wzdev-ci opened this issue Dec 27, 2009 · 20 comments

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keyword_Differentiation keyword_Ghost keyword_Multiplayer keyword_Units resolution_fixed type_bug | by yic2006_44@...


I was playing in a 1 vs 1 match with a friend on the map HighGround via wireless LAN. We first noticed a problem when one of his trucks quit responding to his commands. Later, I sent an attack force of cyborgs into his base and then retreated them back to my base to repair. However, on my friend's PC, the units stayed behind and destroyed his base. We looked at each others' screens to verify. My ghost army was destroying his base and buildings would randomly blow up from his base on my PC even though I had no units there. When I finally did send my force back in, his PC registered both the "ghost" units and the attacking force (which were supposed to be the exact same units). Also, the ghost units appeared to be indestructable despite the fact that they were still able to do damage. Additionally, on my PC, some of his units persued my retreating force and were destroyed, while those same units on his PC randomly blew up from within his base. It was as if two battles were being faught with the same units and on the same map, a parallel dimension. The point of differentiation could have been anywhere. If I can find the point of differentiation it would help this investigation a great deal and maybe put an end to this bug. Both PCs were running Windows XP SP3, and both were running v2.2.4 of the game. No mods were in use. There was no network lag.


Issue migrated from trac:1268 at 2022-04-15 20:18:59 -0700

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yic2006_44@... uploaded file stderr.txt (0.3 KiB)

error file - if applicable.

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Per changed status from new to closed

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Per set resolution to later

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Per commented


Please try the latest 2.3 beta. Network sync is something that we are constantly working on improving.

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Zarel changed status from closed to reopened

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Zarel changed resolution from later to ``

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Zarel commented


Actually, I fixed this, but it was reverted since it was included with a bunch of other fixes that turned out to make sync worse.

I'll go and fix this again soon.

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Zarel changed status from reopened to accepted

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Zarel set owner to Zarel

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wzdev-ci commented Feb 5, 2010

Buginator commented


status?

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wzdev-ci commented Feb 6, 2010

yic2006_44@... commented


Ok thanks Zarel. A friend suggested that the game verify with the host the locations and status of all the objects in the game periodically or so. So even if they did get out of sync it would never be for more than a second or so. But i look forward to seeing this fix so i can play LAN games again and not be playing two seperate games practically. I had one game where i actually won the battle and his pc said that he won. So even though all his units were destroyed according to my pc, i still got a mission failure.

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Per commented


@Zarel: What fix are you talking about here? This ticket is complaining about general lack of network synchronization. There is no specific bug to fix as far as I can see.

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Per commented


Besides, this is 2.2.4, and several sync issues have been fixed since.

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Zarel commented


...I can think of very few sync issues that have been fixed since.

I am talking about a specific case of network synchronization problems causing units that have been killed not appearing as killed on other players' screens.

This is known to be caused by the turnOffMultiMsg hacks; there's a FIXME in the code (I don't remember the specific line, but I believe the comment says something like "this screws us over" right next to a turnOffMultiMsg call), and I one of my previous fixes had fixed it, but was reverted.

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wzdev-ci commented Feb 28, 2010

Buginator commented


Replying to Warzone2100/old-trac-import#1268 (comment:8):

...I can think of very few sync issues that have been fixed since.

I am talking about a specific case of network synchronization problems causing units that have been killed not appearing as killed on other players' screens.

This is known to be caused by the turnOffMultiMsg hacks; there's a FIXME in the code (I don't remember the specific line, but I believe the comment says something like "this screws us over" right next to a turnOffMultiMsg call), and I one of my previous fixes had fixed it, but was reverted.

It looks like you stuck this back into 2.3 ?

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Zarel changed status from accepted to closed

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Zarel changed resolution from `` to fixed

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Zarel commented


To be exact, I stuck a different fix into 2.3 that fixed it.

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wzdev-ci commented Jan 3, 2012

cybersphinx changed milestone from 3.0 to unspecified

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wzdev-ci commented Jan 3, 2012

cybersphinx commented


Milestone 3.0 deleted

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