View Issue Details

IDProjectCategoryLast Update
0024134AI War 2Bug - GameplayNov 18, 2020 5:03 pm
ReporterDaniexpert Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product Version2.633 Roaring Performance 
Fixed in Version2.634 Multiplayer Solidification 
Summary0024134: Shared faction in MP - Issues
DescriptionA list of issues that emerged during the gameplay with a single shared faction. Same game that I talked about in 0024133 .
We played about 3 hours in-game time and probably around 6 hours real time without facing any huge and unsolvable problem. Knowing our geographical distance, I assume a latency of about 250-300 ms (not measured).

The issues I found are therefore listed (from the clients perspective):
1) Placing building (i.e.: turrets) caused them to appear, then get the destruction animation and sound like when you cancel them manually, then appear again and start getting built. Sometimes it happens with single ships, and doesn't happen to all the buildings placed if there is a really short interval of time between one placement and the next one. I think it might be something related to syncing commands from the client to the host of the game.

2) Rerolling an ARS content brought different lines between client and host. The randomization is probably done locally for each player and not actually only by the host, then shared to the clients. I assume that the same happens to rerolling tech vaults, but I haven't tested it, so it's worth a check. Reconnecting solves the issue because the info is transmitted by the host to the client.

A really nice thing is that connecting is super simple and efficient. Considering we had a high latency between us, it took me less that 5 s to connect to the host and be ready to game.
TagsNo tags attached.

Activities

Chris_McElligottPark

Nov 18, 2020 3:05 pm

administrator   ~0059657

The construction and destruction thing is a known issue, it's the PKIDs being not in sync between the client and host, and that's something that I will be addressing soon. Any new ship that is created gets destroyed and then recreated, from the client side. The fix for that should also cut down a lot on the amount of churn of ship-desync repair messages.

It looks like you were getting a substantial amount of error spam in your log, which was probably one of the things that was slowing you down.

The fact that you're seeing 2:1 gametime vs realtime definitely concerns me. Was this with a lot of pausing, or was the game running slowly, or was it hitching? I can definitely try to build in some things to work around latency, which would increase command lag on the client but keep things moving.

The ARS reroll issue was something that other folks have also mentioned, and I can get that fixed up now.

Thanks!

Daniexpert

Nov 18, 2020 3:28 pm

manager   ~0059660

We paused quite often, and they were quite long. and when we played it was 1x speed. Rarely 1.5x or 0.9x.

Chris_McElligottPark

Nov 18, 2020 4:07 pm

administrator   ~0059664

Okay, that makes sense. Was there a lot of "waiting for client..." on the host, or any hitching on the host in general?

The host is basically the timekeeper, so if the host is going along at normal speed, then no worries on the overall speed. The FEEL of the game could be choppy on the client, but that's a separate issue from the host feeling choppy. The client being choppy is annoying and should be fixed, the host being choppy means it is going to be slower gameplay for everyone.

Chris_McElligottPark

Nov 18, 2020 4:08 pm

administrator   ~0059665

The ARS issue is now fixed for the next version, by the way!

Chris_McElligottPark

Nov 18, 2020 4:40 pm

administrator   ~0059668

Okay, I'm going to mark this one as resolved, as the only problem open right now is a known issue, which is the PKID sync. That is something I will be working on soon, which will stop that "explode then recreate" issue. Cheers!

Daniexpert

Nov 18, 2020 5:03 pm

manager   ~0059671

I don't know about the wait. I'll ask. I know that the host machine is really powerful, so definitely no hardware limitations from its side.

Issue History

Date Modified Username Field Change
Nov 18, 2020 12:31 pm Daniexpert New Issue
Nov 18, 2020 3:05 pm Chris_McElligottPark Note Added: 0059657
Nov 18, 2020 3:28 pm Daniexpert Note Added: 0059660
Nov 18, 2020 4:07 pm Chris_McElligottPark Note Added: 0059664
Nov 18, 2020 4:08 pm Chris_McElligottPark Note Added: 0059665
Nov 18, 2020 4:40 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Nov 18, 2020 4:40 pm Chris_McElligottPark Status new => resolved
Nov 18, 2020 4:40 pm Chris_McElligottPark Resolution open => fixed
Nov 18, 2020 4:40 pm Chris_McElligottPark Fixed in Version => 2.634 Multiplayer Solidification
Nov 18, 2020 4:40 pm Chris_McElligottPark Note Added: 0059668
Nov 18, 2020 5:03 pm Daniexpert Note Added: 0059671