Sync Issues #4271
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effigy commented Btw, host was running Windows 7 and the map was DA-Julia-6-v1 :) |
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NoQ commented In the first log, player 4 gets zero power at start, and on gameTime==202 we also see that the number of 1300 is actually there, but not pre-multiplied by 2^32^:
Endianness issues (??) |
KlassKill commented if you look at the file desync102_p4.txt you will see that they show
and everyone else has [setPower] setPower# 0->1300. |
KlassKill commented I think I found it in rules.js there is a line that says setPower(1300, playnum); |
KlassKill commented does anyone know if only the host runs these scripts or does each player run their own scripts? |
effigy commented eek... I think there are two games in that log, and I'm going to guess I hosted with no bases... but, as I remember it, it was player 5 that was showing desync in the second game, at least. |
bendib commented Me and NotANick are having this issue too, so are a lot of other people. |
bendib commented Replying to Warzone2100/old-trac-import#4271 (comment:5):
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KlassKill commented Replying to Warzone2100/old-trac-import#4271 (comment:7):
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KlassKill commented we played a 8p lan game that lasted 6 hours with no sync issues with this map http://addons.wz2100.net/256 |
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effigy commented uploaded some new desync files, where multiple players had desync. |
crab_ commented Hey. I played 7 MP games this day. Sync issues were in each game. Message 2+2=5 was displaying constantly with different players and different maps. |
klasskill commented Replying to [comment:47 Tzeentch]:
no, that is the thing, I haven't seen this except when playing with random players. |
Tzeentch commented "No, he is going to fix it. Positive thinking!" haha, Guess I have no choice :) - Let me get at least some things out the way then revisit this probs few weeks. "what do we do with the desynch logs" - I can't really answer that part as well as other admins/devels. |
vexed commented Also see ticet #4083 for more sync stuff. |
Tzeentch commented thanks, I managed to get virtuals working so setting up windows 7 64 bit and xp SP3 32 bit to attempt replication in same fashion |
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Tzeentch commented I dont know how people get this to work, on XP SP3 I was able to find old WZ links to DL from as I couldn't open sod all using the old IE. Firefox worked, got 3.1.2 and on win 7. I cannot get them to run to diagnose with. The messages attached are from both virtuals shown in the screenshot. Does this mean this won't work in the virtual? Done all latest updates on both. Maybe I should use opengl on windows? |
Tzeentch commented got win 7 to launch game then it crashes, thinking this is not easy to even do. Is this due to some issue with XP? does OS even matter here I wonder. With XP being no longer supported we should probs state the same and maybe disallow it's installation if its on XP? |
klasskill commented see #4304 that guy thinks he knows the problem |
Tzeentch commented He hasn't, no other proof apart from those attempting to cheat. I have another Q. "Look at https://github.com/Warzone2100/warzone2100/search?utf8=%E2%9C%93&q=setPrecisePower Tz |
klasskill commented I see no reports of sync problems in newest version. |
vexed commented Nothing. Seems to me that it was either user cheats, map cheats, or something that is so random that it is going to take someone who is very, very patient to find the issue. Until we can replicate this, it is pretty much impossible to come up with a logical fix. I am not even sure it is worth keeping this ticket open still. |
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Samael2500 commented 02 April downloaded game, same did my friend and brother, we play at version 3.1.3. We play 03 April at standard map first Sk-RollingHills-T1, second Sk-RollingHills-T3, always without base at start. At Sk-RollingHills-T3 around 20-40 minutes of the game my friend got desync and because of that disconnected(game write to him that i leave game, for me that he done that), after that, after ~10 minutes, we got desync with brother, game write at right-up corner "2+2=5?". Sorry for my english, its not my native language. |
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Samael2500 uploaded file logs of desync 04.04.16 |
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Tzeentch commented This has been crossing my mind now and again... I'd like to find out as it is bothering me and those players too. Agreed it may be solid though, I reckon we could either keep this open for now and stop adding so many comments or perhaps a new ticket with the facts we now have and can disclude. I'm easy either way. Thanks Samael, that is good. This desync you have looks different to the others I have seen, even from that log. What were you guys doing at that point just before desync? It looks to me like you built something, then attempted to place something in the exact same location of the same size using each of those (179+1, 9+1), I'm not clear about what this "No turret for template" regards and wonder if it is important in this. I.e. the log files contain these relevant lines: (with my slight comments appended) (I read all log files) info |01:18:38: [structSetManufacture:994] Assert in Warzone: structure.cpp:994 (!psTempl || (validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A' info |01:44:38: [structSetManufacture:994] Assert in Warzone: structure.cpp:994 (!psTempl || (validTemplateForFactory(psTempl, psStruct) && researchedTemplate(psTempl, psStruct->player, true)) || psStruct->player == scavengerPlayer() || !bMultiPlayer), last script event: 'N/A' error |10:12:56: [intValidTemplate:3336] No turret for template - from the unit creation design menu? (wondering) info |09:33:05: [NETallowJoining:2600] **Rejecting player(192.168.1.1), reason (6). - what is reason (6)? Worth a look into around "validTemplateForFactory" lines starting 5613? - https://github.com/Warzone2100/warzone2100/blob/master/src/structure.cpp or... even still - starting line 943 and looking at "/* psTempl might be NULL if the build is being cancelled in the middle */ |
vexed commented Yeah, not sure what to do about this ticket. As for your comments... His specific issue is, a droid tried to build something, ([actionDroidBase] 161059 does DACTION_BUILD) however, ([fpathSetBlockingMap] blockingMap(2409702,3,3,0) = 79011671 4932A055) is different between the machines, THAT caused the desync, no idea what was built, or where. Somehow, we need to get that information. For the logs, what sticks out the most is this ** info |08:38:05: [recvReadyRequest:2106] Host only routine detected for client! ** |
Samael2500 commented Without coordinates its hard to say who and what build at that time :( I know that I at that time build AA turrets at hills around left-south starting position.(Player 0 from logs) My brother at that moment take upper half center of map and build factory and some turrets for defense and some buildings at left-north starting position.(Player 2 from logs) My friend at that moment tried re-build his base at right-north starting position after some attacks from AI and build some buildings at left-north starting position.(Player 1 from logs) I will ask my friend what he build at that moment or what he tried to build. |
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Cyp commented In master, there was a race condition causing desynch on the last value of «[fpathSetBlockingMap] blockingMap(2409702,3,3,0) = 79011671 4932A055», which is now fixed. Apart from that, I'm not sure if this ticket's desynchs are reproducible in 3.1.5, and I think the main issue had nothing to do with the game (someone using broken versions of Qt libraries, or something?). |
klasskill commented you mean this fix? Warzone2100/warzone2100@a25d43d |
Cyp commented Replying to [comment:63 klasskill]:
Yes, that looks like the one. |
resolution_Needs reevaluating for current version (3.2.3)
type_bug
| by effigyI've played a couple games where a joiner lost sync.
I've attached the logs.
Issue migrated from trac:4271 at 2022-04-16 11:48:28 -0700
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