Author Topic: second deync  (Read 2348 times)

Offline vigilo confido

  • Jr. Member Mark III
  • **
  • Posts: 92
second deync
« on: April 27, 2014, 01:17:52 am »
Nothing out of the ordinary here. Nothing special was going on. Just building fleet and desync.

update: Desync appears on every loaded save now the second the game loads.

Attaching this save
« Last Edit: April 27, 2014, 01:26:35 am by vigilo confido »

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: second deync
« Reply #1 on: April 27, 2014, 01:19:01 am »
Yet again, no desync log was generated on my end.

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: second deync
« Reply #2 on: April 27, 2014, 03:15:55 am »
Of note, both times we desynced (we just got ANOTHER one), threat fleet was doing stuff.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: second deync
« Reply #3 on: April 27, 2014, 09:48:47 am »
Odd.  Will take a look in the next day or so, thanks for the reports :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: second deync
« Reply #4 on: April 28, 2014, 03:23:24 pm »
Nothing out of the ordinary here. Nothing special was going on. Just building fleet and desync.

update: Desync appears on every loaded save now the second the game loads.

Attaching this save
Ok, I just tested both saves attached to your post, with two copies of the game connected in multiplayer, and neither saves generates desyncs immediately upon load (or after being run for a while).  I tried having both copies of the game use the same logging settings, and also tried having each use different ones (one having advanced-logging on and reinforcement-logging off, and the other the other way around).  I tried running at normal speeds and at +!!! (which doesn't really help in MP anyway, may as well change that to imitate +9) speed and +2 network.

Sorry, I just can't get these to happen, so I'd definitely be shooting in the dark to try to fix them.

To clarify, can you try:
1) Load one of the saves attached to the first post in this thread.
2) Right after loading, before the other player connects, what does the game timer in the upper left corner of the screen say?
3) After the other player connects, do you get a desync?
4) If you get a desync, what does the game timer in the upper left corner of the screen say then?

Thanks :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: second deync
« Reply #5 on: April 28, 2014, 03:37:57 pm »
Ohhh, I just saw the warp gate guardians on Tech's homeworld.  Yea, that was causing unhandled-errors in singleplayer, which generally look like a desync in multiplayer.  One tip was that the desync log  was only created on one machine (presumably the host) since only the host runs the reinforcement code.

Anyway, this should be fixed for 7.021, which I hope to have out noonish Tuesday :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline vigilo confido

  • Jr. Member Mark III
  • **
  • Posts: 92
Re: second deync
« Reply #6 on: April 28, 2014, 05:52:55 pm »
Would two warp gate guardians spawning on the same system that already had a gate cause a desync?

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: second deync
« Reply #7 on: April 28, 2014, 06:10:07 pm »
Would two warp gate guardians spawning on the same system that already had a gate cause a desync?
It's not really a question of how many there are there, it's a question of when the AI actually tries to reinforce that planet.  There's a lot of factors that go into whether or not that planet is high enough priority to get a reinforcement.

My guess is that it just hadn't tried to reinforce that player homeworld until after the further guardians were there.
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline TechSY730

  • Core Member Mark V
  • *****
  • Posts: 4,570
Re: second deync
« Reply #8 on: April 28, 2014, 06:16:04 pm »
Did you take a look at our first desync? Seems to be unrelated to this one.

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: second deync
« Reply #9 on: April 28, 2014, 06:17:44 pm »
Did you take a look at our first desync? Seems to be unrelated to this one.
This one? http://www.arcengames.com/mantisbt/view.php?id=14716

Yep, and was able to reproduce that one.  Then had to make dinner, but will be investigating further shortly :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline keith.lamothe

  • Arcen Games Staff
  • Arcen Staff
  • Zenith Council Member Mark III
  • *****
  • Posts: 19,505
Re: second deync
« Reply #10 on: May 01, 2014, 07:26:48 pm »
Seen any more desyncs in 7.022? :)
Have ideas or bug reports for one of our games? Mantis for Suggestions and Bug Reports. Thanks for helping to make our games better!

Offline vigilo confido

  • Jr. Member Mark III
  • **
  • Posts: 92
Re: second deync
« Reply #11 on: May 01, 2014, 09:23:05 pm »
We have not had an opportunity where we were both available at the same time. Hopefully we will get together this weekend.