View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0002460 | AI War 1 / Classic | Bug - Other | Jan 16, 2011 10:05 am | Mar 22, 2011 11:13 pm | |
Reporter | Mithror | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 4.068 | ||||
Fixed in Version | 5.006 | ||||
Summary | 0002460: Unable to play multiplayer game. | ||||
Description | No issues in 4.065, but after having upgraded to 4.068, we are now unable to play a game for longer than 5 minutes (which is a guestimate). Included are two save games at a time of desync (Waiting for Players). We've tried changing hosts, removing the router, using hamachi, disabling firewalls, etc... | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
related to | 0003077 | resolved | Chris_McElligottPark | Desync |
related to | 0002480 | closed | keith.lamothe | Multiplayer Connection Issues |
related to | 0002546 | resolved | Chris_McElligottPark | Scout Exporing -> Desynch |
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Did it actually say desync in the stats, players screen? Also, was there anything in particular that you guys were doing at the time of the event? Sometimes that helps us track the desync down if that's what it was for sure. |
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Yes, it did say desync in the stats. I was host (mainly) and the descyn message was next to the other player (Kittens). I don't think we were doing anything out of the ordinary. I believe we were ok as long as ships didn't fight, though now I think about it, I don't think the first wave caused this. The issue usually seems to occur when we move ships to another planet (which was an AI planet because we only had our home planets). |
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Mithror said: "I believe we were ok as long as ships didn't fight" Well there is your problem. You clearly need to be making a passivist play-through. :D |
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I tried looking for the diplomacy option ("We cool, bro?"), but there wasn't one. Perhaps I should enter on issue on this :p |
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Awesome. Thanks for the added details, I will look into this tonight. I didnt figure that anything you were doing was unusual, but a desync is usually (but not always) tied to some sort of player activity, unusual or not. Once in alpha it was literally if one player looked at a forcefield while ships spawned under it during a fight, and the other player did not. In this case, it sounds like it might be related to either combat or else going through wormholes. Could be related to the recent collision changes, or the forcefield ones. Wish me luck on it tonight -- these can be a devil of a time to find (see previous example)! |
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I don't think it's the actual act of going through wormholes, but I can't be sure. I think it occurs after being on an other (enemy?) planet for some time (or performing on action there). |
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I don't know if this helps or if it matters, but I did change the disabledaitypes.txt to disable entrenched homeworlder, tank and zenith descendant. (Coz we wanted new AI's) |
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Shouldn't matter -- but thanks! |
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We experienced something might be related to this. My connection was bad, so when I hosted, we were able to play for the first few minutes, then it says "waiting for players" but we were able to chat in-game. When we reload, use player managament, etc... we were able to play for another minute, then it happens again. Any ideas? |
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It's the same thing, I expect. Any details on what was going on when your stuff was desyncing? What were you and the other player doing, was there fighting going on, etc? |
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We had this exact same problem, and I reported it in another section. We lost about 2 hours trying to fix it ourselves, but clearly its a bug in the new patch. We used himachi, and the most we got to was about 8 minutes in. It didn't seem to be connected to moving through AI ports, but it always happened when we had ships in enemy territory. |
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When we're or AI are doing nothing, it was going up to 10+ minutes. But when a wave arrives, it is more of an instant. And, this happened when we tried to load up a game. We can start a new game, play it without any problems, but after a load most of the time, we cannot do much due to desync issues, other than chat in game |
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You mentioned that desyncs get almost the same priority as crashes? Does this mean there will be an emergency patch when this fixed? |
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Just played 3 hours or so without an issue... |
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In multiplayer? |
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Indeed. Nothing really changed, except... my friend did reboot his modem because he was having high ping after downloading League of Legends. Which apparently was due to the download utility still seeding, so I'm not sure it is related. Anything's possible when it comes to network issues though :) |
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Ok, just want to make sure I got the right saves and properly understand: I loaded the attached "desync issue - Mithror.sav" in my 4.068 copy (just a steam copy updated to the latest public version) and it's 1 minute and 28 seconds into the game and the only human units on AI planets are scouts. Only the green human player even has any ships capable of fighting (to wit, 89 mkI fighters next to their command station). Then I loaded the attached "desync.sav" and it's identical as far as I can tell, which is what I would expect. Just wanted to make sure that this is actually a point in time at which you got a desync, as I was getting the impression that it was related to moving ships onto enemy planets and/or combat. Not to say that minor factions might be duking it out somewhere, just asking. |
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Hmm, so it may be that it only shows up at high pings... but that makes a distinct lack of sense because the simulation just sits on its rear and waits for the desired packets to come. Corrupted packets would kill things in a hurry, I think, but you'd have to have a really awful connection for that to happen, I figure. |
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Yes, they're saves from the last time we got the desync issue. I believe it's also the first save of the new game we started (because we thought it might solve the issue). If there's no combat going on, then it might not be related to combat at all. Or it could be desync for another reason (like a modem fault, though other mediums like Mumble did not suffer from it). I just remember from previous desyncs that it usually occurs after we've started attacking another planet. I couldn't really remember if this game left a likewise impression. If we ever have the issue again, we'll certainly upload new saves for you to analyze :) edit: High ping meant 300 in this case. |
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Thanks :) And I don't think I've _ever_ seen an actual desync from a networking fault. I mean, anything's possible if you actually manage to get packets so messed up that they slip through the TCP/IP/etc error-checking, but I've never seen that actually happen in AI War, and certainly not in any kind of regular fashion. |
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lyravega -- if it happens again, can you look in the Players tab of the Stats window (if you're the host), and see if it says Desync next to any of the player names? Or, if not, get the host to do it? It's possible that you're actually just running into network issues that need to be solved a different way, but I assumed it was a desync since we had two, possibly three, reports all at the same time. We've been through the code more, however, and based on Mithor's and kiwiattack's further information this is seeming less and less like a typical desync event. Just because we haven't found anything and just because it's not always reproducible doesn't mean it's not a desync, though -- by contrast, that's something that often happens with them, which is why they are so hard to track down. Any added info folks can provide would be good. There's a general desync procedure posted here, which I realized was out of date since AI War 4.0, and so I've now updated as of today: http://www.arcengames.com/forums/index.php/topic,53 |
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Yeah, I figured as much, but every detail matters in this case, I guess :) |
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x4000 - will do that. |
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Ah, new comments while I was typing that last. A few questions: Keith, did you compare the two save files with a diffing tool? Were they literally identical? Actually, know what -- we need to put in that Dump functionality in order to make use of any saves! That was in 3.x, and was never ported over to 4.0, I recall recently noticing. The idea is that when the F3 debug info is on, you go into the Load Game dialog and there is a dump button (this currently works). Then you select a relevant save and click dump, and it dumps the savegame to disk in a completely noncompressed format. Then we look for differences. Without that, there's nothing useful about getting savegames from folks except to see if we can duplicate the issue by running it between two of our own computers. As far as corruption of packets causing a desync, I think that is highly unlikely. Most likely if corruption were to happen, it would simply cause a game crash, or at least errors to be logged. Mithror, can you and the other players look in your RuntimeData folder and see if there are any new error messages from the relevant time period? If so, then that could easily cause this sort of thing. If not, I think that probably network conditions are not causing this if it is actually a desync every time (it's possible that if you just saw waiting for players again and assumed it was a desync, it was actually just a network connection lost the second time, I expect). Sometimes we run into a first-run-after-a-savegame-upgrade-to-new-version-only desync that goes away after the host uses manage players and then everyone reconnects, or after the host saves the game and then everyone reconnects. It's something we also like to fix, but it points us in a completely different direction than normal for a desync. If that was the case, then you'd keep seeing a desync if you just loaded the old save repeatedly, but other than that it wouldn't be desyncs after that first time. Does anyone have any added info on what the last version of the game that seemed to work for them in multiplayer was? That you played on for a substantial amount of time? We'd been assuming that if there is a desync it was introduced since 4.065, based on comments above, and so we've restricted our code analysis to just that and above. But that might be completely incorrect if Mithror just happened to get lucky and not run into a desync in that version, for instance. |
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Not corruption, but what about choke/loss? Because our issue was happening when there was something major going on. Is there a way to see if there is loss/choke? F3 reflects that? The weird thing is, we are still able to chat, I mean the players are still connected but somehow, game is not continuing, and I'm assuming that is related to a connection issue. Choke, loss, whatever, but after that, I believe game stops trying to resync, but it shows "Waiting for players". Or it shows "Waiting", but doesn't try to resync, leading to same result. When we force a resync (manage players, change colors, etc...), it resumes for a while, then goes "Waiting" again. |
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There is a way to see packet loss, on... I think it's Ctrl+Shift+F3. That shows a different network stats view. It's VERY possible that it could get into a resend cycle if the MTU is too high for one of the ISPs/routers/etc, but we've set it low enough that really shouldn't be an issue. It could also be an issue that the Network Sync Size is too high. Thing is, if that's the case, it won't say desync. That simply isn't possible, because a desync happens when all the data arrives correctly, and then something different still happens anyway. If you get packet loss or an indefinite resend cycle, it will just say Waiting For Players and no Desync in the status column of the Stats, Players column. In terms of the chat still working, that is common in the case of a desync or packet loss. The main channel of info has hosed up, but that runs on a slightly different one that still is able to function. Please read that desync tech support link I posted above, it has all the info on how to tell if this is a desync or a dropped connection or what, you have to check in the Stats, Players tab on the host to really know. |
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Well, the "good" news is that Mithror, yours is definitely a desync. We're looking into it, but it's a very rare case apparently. It's not seeming to be Random Number Generator related, but that's always hard to be sure of. |
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One question that we're hoping isn't important: Which OS is each player on? |
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Okay -- there is definitely a desync evident in the two saves that were posted so far. However, we've hit a brick wall on finding them with the information we have now. We've collected a number of curious bits of information, but we can't duplicate the issue and from hunting through the code in the likely places, everything we've found looks great. So: it's up to players at this point, we really need more info in order to be able to find this one. A bug we can't reproduce is often a bug we can't fix, which is the hardest thing about desyncs. On the bright side, we have seemingly eliminated a number of possible causes with our investigation so far, so that makes things a little more focused. But at this stage it's like having narrowed it down from 500 haystacks to 300; we're still not finding the single needle that's in one of them anytime soon without more clues. Wow, that's actually a really apt analogy. ;) |
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Mithror, just checking, but did you use auto-explore on any of those 9 scouts that ended their careers on those AI planets? |
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Ooh! Something like that could really explain why it's not seen by everybody. Good thought. |
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Nice brainstorming. Assuming it is that, how come all of these "psuedo multi stepped orders" (like the auto-whatever orders) have been such a pain to nail down bug free? |
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Sorry to dissapoint, but I've never used auto-explore in this game. (I wouldn't even know how atm) :( I know how hard it can be to track down this type of bugs, so I'll start to pay extra attention to what we're doing! Perhaps it's related to one of the settings in CTRLS? I know I always start off with Auto-FRD mode for both military and engineers. I also set scouts to not have evade behavior on friendly planets and recently I have set engineers to not assist allies as well. In previous games where it desync'd we've both enabled auto-kite behavior, but in the last game I think (pretty sure) we moved away from that. |
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As to the OS: I'm on XP (sp 2 or 3, will check when home). Don't know which OS Kittens is on, but I'll ask him tonight! It's definitely windows. |
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Ok, scratch the last statement. I just remembered he got a Mac from work, so there is a possibility (a small one imo) that he was playing on his Mac. I'll get back to you tonight! |
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Ok, update: me (host): xp sp3 (32 bit) Kittens: vista sp2 (64 bit) |
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Ok -- the OS really should have no chance of mattering, then. Even with OSX it should have been okay, but we have less testing data with that in multiplayer with windows, so it would have been a question mark. Thanks! |
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For lyravega's (and mine, we were playing those desyncing games) OS', we both use win7, and he was the host. Lately, we've encountered a LOT of ISP problems so we thought it was that, but desyncs happened on the first ever wave with around 150-200 ai ships attacking on one of our tries; something was choking (and dying) when the AI was doing anything heavy. We'll try to reproduce and save if possible. |
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Thanks -- it will also be more clear now in-game if it's a real desync or what it is. The host will have a new log that will also be useful for us in debugging, etc, too. |
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Just happened again. Uploading saves. It just said: Kittens: desync error or something like that. Where can I find more logging? |
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DesyncErrors_example2.txt (515 bytes)
1/17/2011 10:13:07 PM (4.069) ----------------------------------- Kittens Desync Error----------------------------------- Kittens Sent: P0 Sc32404 Sh631 En154000 Cr43894773 Ma929559735 Kn2000 : P1 Sc37564 Sh700 En180850 Cr1439574482 Ma1799275067 Kn2500 : P8 Sc263474 Sh5763 : P9 Sc221155 Sh5419 : Rd280083453 Kittens Should Have Been: P0 Sc32404 Sh631 En154000 Cr43894773 Ma929559735 Kn2000 : P1 Sc37564 Sh699 En180850 Cr1439574482 Ma1799275067 Kn2500 : P8 Sc263474 Sh5763 : P9 Sc221209 Sh5419 : Rd280083453 |
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Found the log file (I think) and added it. Hope it helps! |
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Okay -- thanks! Wow, it's nice having the log file. That very easily tells me two things: 1. Player 9 (the second AI player) killed on of player 1's ships, but only on host machine. Additionally, this did not have any effect on the number of random numbers generated, so it had to have been something non-RNG-related. Any clues about what player 1 (I think that would be Kittens) was doing? I'm going to take a look into the save files now to see what else I can uncover, but this is a good start! |
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Ok, so I am player 0? He thinks he was either moving his beam frigates or ordering his missile frigates to attack (maybe vampire claws, which are immune). Or at least moving or shooting SOMETHING. Though that still keeps it very open =) |
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I did change the beam frigate mechanic recently, so that might have something to do with it. But I think that would have caused a desync by killing an AI ship on one machine and not the other. Unless there were AI cutlasses involved, if cutlasses can't do more damage than they have health (I forget). |
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I'll look and see what I can see. Meanwhile, can you burn through the remaining balance stuff that's outstanding? It's my turn on the desync trail, I think. ;) |
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(Bear in mind that there were no beam frigates on the other saves, I believe?) |
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Uploaded two saves to this issue. This will desync within 2 minutes of playing. MoonKing_desync_01.sav is the actual savegame prior to it desyncing. Usually our desyncs have something to do with the southern planet "Cold Sack". Everytime it desyncs, King was either watching that planet, or doing something there. MoonKing_desync_02.sav is after the desync. We were able to reproduce a desync about four times, but couldn't nail WHAT caused the desync, only that Cold Sack was usually involved. |
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Wicked! That sounds super promising, too. Do you have the DesyncErrors.txt file also? |
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Interesting, there are a lot of heavy beam guardians coming into Cold Sack pretty soon after the load. I haven't managed to get it to desync yet, but that is really interesting. |
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MoonKing_DesyncErrors.txt (6,482 bytes)
1/17/2011 10:45:34 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513440 Sh1355 En55960 Cr211644830 Ma1118984945 Kn8467 : P1 Sc305723 Sh798 En145700 Cr72665159 Ma416177830 Kn14714 : P8 Sc557629 Sh5161 : P9 Sc796505 Sh4063 : Rd1860851016 KingIsaacLinksr Should Have Been: P0 Sc513440 Sh1355 En55960 Cr211644830 Ma1118984945 Kn8467 : P1 Sc305723 Sh798 En145700 Cr72665159 Ma416177830 Kn14714 : P8 Sc557629 Sh5162 : P9 Sc796505 Sh4063 : Rd1860851016 1/17/2011 10:46:37 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513440 Sh1355 En55960 Cr224942297 Ma1136480597 Kn8458 : P1 Sc305698 Sh798 En142900 Cr57097959 Ma415576166 Kn14714 : P8 Sc557597 Sh5162 : P9 Sc796505 Sh4066 : Rd275510139 KingIsaacLinksr Should Have Been: P0 Sc513440 Sh1355 En55960 Cr224942297 Ma1136480597 Kn8458 : P1 Sc305698 Sh798 En142900 Cr57097959 Ma415576166 Kn14714 : P8 Sc557597 Sh5162 : P9 Sc796505 Sh4067 : Rd275510139 1/17/2011 10:47:22 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr319013932 Ma1226534452 Kn8395 : P1 Sc305645 Sh795 En146300 Cr63696311 Ma434398374 Kn14714 : P8 Sc557565 Sh5165 : P9 Sc796505 Sh4069 : Rd135564625 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr319013932 Ma1226534452 Kn8395 : P1 Sc305645 Sh795 En146300 Cr63696311 Ma434398374 Kn14714 : P8 Sc557597 Sh5165 : P9 Sc796505 Sh4069 : Rd135564625 1/17/2011 10:49:32 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513557 Sh1354 En65960 Cr381153078 Ma1300158258 Kn8611 : P1 Sc305874 Sh804 En141700 Cr51704219 Ma378493498 Kn14714 : P8 Sc557629 Sh5153 : P9 Sc796505 Sh4046 : Rd940975261 KingIsaacLinksr Should Have Been: P0 Sc513557 Sh1354 En65960 Cr381153078 Ma1300158258 Kn8611 : P1 Sc305874 Sh804 En141700 Cr51704219 Ma378493498 Kn14714 : P8 Sc557629 Sh5153 : P9 Sc796505 Sh4047 : Rd940975261 1/17/2011 10:51:00 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513557 Sh1354 En65960 Cr371145626 Ma1285448306 Kn8566 : P1 Sc305812 Sh802 En142100 Cr61484899 Ma390569170 Kn14714 : P8 Sc557629 Sh5156 : P9 Sc796505 Sh4053 : Rd1033979243 KingIsaacLinksr Should Have Been: P0 Sc513557 Sh1354 En65960 Cr371145626 Ma1285448306 Kn8566 : P1 Sc305812 Sh802 En142100 Cr61484899 Ma390569170 Kn14714 : P8 Sc557629 Sh5155 : P9 Sc796505 Sh4053 : Rd1033979243 1/17/2011 10:53:35 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513700 Sh1355 En55960 Cr218404099 Ma1142039329 Kn8746 : P1 Sc306311 Sh812 En140700 Cr52251012 Ma347316796 Kn14714 : P8 Sc557767 Sh5140 : P9 Sc796569 Sh4038 : Rd271388068 KingIsaacLinksr Should Have Been: P0 Sc513700 Sh1355 En55960 Cr218404099 Ma1142039329 Kn8746 : P1 Sc306311 Sh812 En140700 Cr52251012 Ma347316796 Kn14714 : P8 Sc557767 Sh5141 : P9 Sc796569 Sh4038 : Rd271388068 1/17/2011 10:58:40 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr305999429 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58028999 Ma435228326 Kn14714 : P8 Sc557565 Sh5167 : P9 Sc796505 Sh4070 : Rd1110125847 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr305999429 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58028999 Ma435228326 Kn14714 : P8 Sc557533 Sh5167 : P9 Sc796505 Sh4070 : Rd1110125847 1/17/2011 10:59:13 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557533 Sh5167 : P9 Sc796505 Sh4070 : Rd1726717851 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557533 Sh5166 : P9 Sc796505 Sh4070 : Rd1726717851 1/17/2011 10:59:46 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557565 Sh5167 : P9 Sc796505 Sh4070 : Rd1349446006 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557533 Sh5167 : P9 Sc796505 Sh4070 : Rd1349446006 1/17/2011 11:10:51 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc4876 Sh141 En43550 Cr382878261 Ma264785648 Kn536 : P1 Sc5993 Sh263 En116100 Cr191183904 Ma167034749 Kn10728 : P8 Sc232952 Sh4229 : P9 Sc226458 Sh4698 : Rd2029523174 KingIsaacLinksr Should Have Been: P0 Sc4876 Sh141 En43550 Cr382878261 Ma264785648 Kn536 : P1 Sc5993 Sh263 En116100 Cr191183904 Ma167034749 Kn10728 : P8 Sc232952 Sh4229 : P9 Sc226458 Sh4699 : Rd2029523174 1/17/2011 11:12:18 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc3840 Sh80 En133500 Cr90378240 Ma90787840 Kn10010 : P1 Sc3567 Sh79 En133500 Cr89968640 Ma90787840 Kn10010 : P8 Sc235355 Sh4272 : P9 Sc225416 Sh4722 : Rd150941190 KingIsaacLinksr Should Have Been: P0 Sc3840 Sh80 En133500 Cr90378240 Ma90787840 Kn10010 : P1 Sc3567 Sh79 En133500 Cr89968640 Ma90787840 Kn10010 : P8 Sc235355 Sh4271 : P9 Sc225416 Sh4722 : Rd150941190 1/17/2011 11:17:22 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc4840 Sh165 En44500 Cr88509920 Ma209117715 Kn310 : P1 Sc4912 Sh187 En120150 Cr9998336 Ma168079360 Kn10310 : P8 Sc235368 Sh4264 : P9 Sc225494 Sh4721 : Rd1753183348 KingIsaacLinksr Should Have Been: P0 Sc4840 Sh165 En44500 Cr88509920 Ma209117715 Kn310 : P1 Sc4912 Sh187 En120150 Cr9998336 Ma168079360 Kn10310 : P8 Sc235381 Sh4264 : P9 Sc225494 Sh4721 : Rd1753183348 |
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Uploaded the error file. Sorry, forgot about it earlier. |
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Moonshine Fox -- do you and king get a desync if he just does nothing, and just watches the Cold Sack planet? I do not. Is there anything in particular that he is doing that I can do to duplicate the issue? This seems like it is so close to letting us find and fix this, but I can't duplicate it with your save at the moment. |
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It seemed pretty random. It usually involved him trying to build defenses on Cold Sack. I only sent my blob of ships (on my homeworld) towards our northern front. (Can't remember the planet name right now). That usually didn't have an impact though. |
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He was building turrets? Or other stuff also? Interestingly, your desyncerrrors.txt file notes that the errors were all over the place. In one, AI 1 lost a ship. In another AI 2 did. In another, AI 1 has a higher score but no ships are missing yet. And so on. I'll try spamming in some random turrets and see if I can get it to happen. |
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I also built a shield-gen on Commando and redirected my Ship Dock on my homeplanet to Cold Sack before actually looking at Cold Sack. |
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I might also add that we never had these errors before. We could play for hours on end without desyncs. But we upgraded to 4.069 today, and now...well, you see :D |
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Yes, I know something is recently different, I just don't know what. I still can't duplicate this, though I tried building the shield-gen and redirecting the space dock. :/ |
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:( Too bad you can't find it. We regularly had desyncs during that game and no matter WHAT we did, we got desynced within minutes. |
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Moonshine, which OS's are you guys on? |
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I wonder if there is something different about modulus between 32 and 64 bit machines. Surely not. |
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Goodness, that would be awful. But weren't we using modulus for other things before? |
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Windows 7 64 Bit. |
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I think so. I'm going through the code changes, bit by bit, since 4.063. |
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Well, we could try adding the bool to Game.Instance.Options for always using the old random, and have it be toggled (for everyone, obviously) by a cmd chat line. |
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Does determining whether the zenith beam hit extra targets use floating point operations? If so, are there suble differences between 32 and 64 bit archetecturrs with rounding? That could make a difference when determining whether the beam hit extra target in near miss cases. Just a wild idea. |
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We don't use float anywhere in the simulation, for that exact reason. |
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We do use modulus all over the place, Keith. I'd forgotten quite how much. Surely this isn't related to the new randoms. |
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Oh that's right. You use the C#'s precision floating point library that guarantees system independent behavior for your non-integer needs. |
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No, C#s float does no such thing ;) We use a fixed point Int64-based structure for non-integer stuff. |
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If you're curious, here's a slightly older version of what we use: http://stackoverflow.com/questions/605124/fixed-point-math-in-c |
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Not the float primitive, but special fixed precision float math class. Looks like your already doing an offshoot of that though. |
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That's still using floating point math, it's still not something that's okay to use. |
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And using something based on Int64 lets us avoid any genuinely in-software math. A specialized deterministic floating point library might be good for a more precision-demanding case, but for our case we more need the speed of having math happen in the ALU. And there's only two primitives that can do that: integral, or floating-point. |
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Okay, I found one definite desync when looking through the changes in ForegroundObject: * Fixed a desync that would occur whenever the harvesters were reset in a multiplayer game. However, not to get anyone's hopes up, because I'm pretty positive that's not the desync that is affecting folks in this thread. |
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Just an FYI here, I am also on Win7 64 bit. Heading to bed now, but hopefully me anand King can get some more testing done tomorrow. |
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Ok -- thanks! If you find a way to reproduce the issue with that save you posted, that would be ideal. I really think that I can nail this if that happens, but at the moment I'm limited to going through thousands of lines of changed code by hand, hoping to notice an error. |
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Well, so here's the final score: after hours of searching through the code, looking at recent changes, and just searching through likely candidates (stuff that shouldn't be accessed in the sim or vice-versa, but sometimes accidentally is), I've found three obscure desyncs. So obscure, in fact, that I don't think anyone has encountered them yet -- I don't think these are the desyncs that folks here have been running into, based on the savegames and desync logs submitted. But I could be wrong! I sure hope I am. There was also a fourth potential desync that may or may not have actually been a desync, but that was an unclear bit of code that couldn't easily be deciphered (bad boolean comparison by mistake). That's been cleaned up, and so if that fourth desync was actually a desync, it's not fixed. That one, if it really was a desync, was more likely to have been a culprit, and it's a recently added one, too. I don't think that's the one that King and Moonshine Fox have been running into, but it might be what was affecting some other folks. Normally we go months without having any desyncs whatsoever, so to find three (or possibly four) in one night of searching is unheard-of. But when the codebase changes so rapidly and so majorly as it has since even just 4.021, that's somewhat inevitable, I guess. My best estimate is that there is one desync remaining, and that that's the one that King and Moonshine Fox are running into, and which also may be affecting other folks (but I'm not sure). I've literally been poring over code for the last three hours looking for this, and for another two hours in total tonight, and didn't find it. I don't think I will, therefore, without some really strong leads from savegames. So fingers crossed folks find a reproducible case, if there is one! |
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Kittens here, from the game with Mithror. Just had a thought: Did our desyncs always happen when melee ships were involved? I don't think any were present in the game we managed to play for hours without issue. There have been changes to a bunch of melee ships in the last patch, iirc. |
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Hey Kittens -- very interesting thought. I just spent a bit looking through the code once more at the beam stuff and the melee stuff, and no dice. Well, nothing that looks broken in 4.070, anyway. It's possible that this was fixed in 4.070, actually, I guess. |
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Has anyone had any issues with 4.071? There were some players in the forums that had been having issues, but then stopped having them after the last round of upgrades. Maybe the 3 (possibly 4) desyncs that I fixed actually were responsible for the desyncs folks were really seeing. There's always hoping... |
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We've played about 2 hours today without having a single descyn issue. So it's definitely hopeful ;) |
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Wow! That's not definitive, but as you say, hopeful. Thanks for the update! :) |
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Fox and I never met up today so hopefully tomorrow we can tell you more. Real life and all that fun stuff. :) King |
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No worries -- understood! Thanks also for the update. :) |
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Per issue 0002546, it looks like this issue might simply be based on players running the game in a second session after having run a different game in that same run of the application (load save1 on the host, host plays solo, then host loads save2 and plays multiplayer, or some variant thereof). Can anyone in this thread comment if that seems to match what you were doing? It doesn't matter if it was the host or the client who was playing a different save. And given that there were three other desyncs that were fixed, you might have been running into one of those instead of the specific bug mentioned here, so not all responses have to line up exactly. But this is at least the first promising line of inquiry we've had in a while, so that's something! |
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It could be a combination of several? I know we started multiple games in one sessions trying to find a nice seed and they could have desync'd in accordance to what you mention. But... I'm also confident that, on some occasions, we both restarted our clients to see if this helped and noticed that it didn't. |
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One of the desync issues we had was, I wanted to show what I've done to my friend. I loaded up a solo save and opened another player slot, and my friend joined - however we weren't able to play. Then we created another game, which we had no problems or what so ever |
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Ok -- thanks for the added details. The issue with having a friend join a former solo game should be fixed as of 4.069 or 4.070, at least, anyway. |
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Fox and I did a quick run today (wuss was tired ;) and we could not replicate the desync. Either it was thanks to you guys or my internet decided to play nice. Hard to say at this point so for now we'll consider the issue not a problem. King |
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Okay -- thanks a lot for the info! We're going to give it a bit more time, but we also had a desync that we fixed in 4.072 (excellent catch by Keith!), so hopefully that was the last of them. Assuming there are no more reports, I imagine we'll go for a release on Monday, or thereabouts. Even trying to release this Friday seems like it would be rushing it, at the moment, given how nebulous something like desyncs can be. |
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Yup. Again, it could entirely be my internet at this point because of how random the desyncs are and our inability to replicate it (except for that one game). Centurylink has been....unkind to us and refuses to fix our DSL issues and blames us instead. (/me ends rant before it begins) But its hard to say. For now, it looks fixed. Should be able to play a few more games before Monday though. :) King |
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Well, actually, an internet connection shouldn't ever be able to cause a desync -- a disconnection, sure. But a desync is an actual corruption of a game that is still connected properly. In terms of having difficulty replicating, that's often par for the course with desyncs. At this stage, what we think might have been the case was that if either you or Fox had been playing AI War already before you loaded up a multiplayer game, and then got into your multiplayer game without restarting the program of AI War first, that this might have caused the desync. And thus if you both started fresh this time, you wouldn't have run into the issue. Of course, that's just one of four (possibly five) confirmed desyncs that were in place a few versions back, which are all now fixed. So hopefully, as of 4.072, that's the last of them. Fingers crossed! :) |
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Hmm, lyravega and I were checking out saves before our desync-happy game, on both sides. However, after the first few desync's we closed the game and restarted from the scratch, but still had those desyncs. lyravega's busy with finals atm so I'm unable to test it thoroughly. |
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Kordy, were those desyncs-after-fresh-start in 4.071? And have you had _any_ in 4.072? |
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Ok -- well, there was definitely more than one desync present. My hope is just that we fixed all of them. People's experiences have definitely varied because of the multiple desyncs. |
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Keith; no, not really. We stopped at .68 or so because of the problems and lyravega's classes, and I don't have anyone else to play with. I suspect our ISP's are also guilty, somehow. Funny thing was, we were able to use text messages in all cases, and they were instant. Ah well, hope you guys nailed it. |
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Version 4.073: Desync after I enter "Cold Lift" and move about halfway towards the command station (was intending to gate raid it). Uploaded "Desync_KingFox_01.sav" and "Desync_KingFox_01.txt". |
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Desync_KingFox_01.txt (7,532 bytes)
1/17/2011 10:45:34 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513440 Sh1355 En55960 Cr211644830 Ma1118984945 Kn8467 : P1 Sc305723 Sh798 En145700 Cr72665159 Ma416177830 Kn14714 : P8 Sc557629 Sh5161 : P9 Sc796505 Sh4063 : Rd1860851016 KingIsaacLinksr Should Have Been: P0 Sc513440 Sh1355 En55960 Cr211644830 Ma1118984945 Kn8467 : P1 Sc305723 Sh798 En145700 Cr72665159 Ma416177830 Kn14714 : P8 Sc557629 Sh5162 : P9 Sc796505 Sh4063 : Rd1860851016 1/17/2011 10:46:37 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513440 Sh1355 En55960 Cr224942297 Ma1136480597 Kn8458 : P1 Sc305698 Sh798 En142900 Cr57097959 Ma415576166 Kn14714 : P8 Sc557597 Sh5162 : P9 Sc796505 Sh4066 : Rd275510139 KingIsaacLinksr Should Have Been: P0 Sc513440 Sh1355 En55960 Cr224942297 Ma1136480597 Kn8458 : P1 Sc305698 Sh798 En142900 Cr57097959 Ma415576166 Kn14714 : P8 Sc557597 Sh5162 : P9 Sc796505 Sh4067 : Rd275510139 1/17/2011 10:47:22 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr319013932 Ma1226534452 Kn8395 : P1 Sc305645 Sh795 En146300 Cr63696311 Ma434398374 Kn14714 : P8 Sc557565 Sh5165 : P9 Sc796505 Sh4069 : Rd135564625 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr319013932 Ma1226534452 Kn8395 : P1 Sc305645 Sh795 En146300 Cr63696311 Ma434398374 Kn14714 : P8 Sc557597 Sh5165 : P9 Sc796505 Sh4069 : Rd135564625 1/17/2011 10:49:32 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513557 Sh1354 En65960 Cr381153078 Ma1300158258 Kn8611 : P1 Sc305874 Sh804 En141700 Cr51704219 Ma378493498 Kn14714 : P8 Sc557629 Sh5153 : P9 Sc796505 Sh4046 : Rd940975261 KingIsaacLinksr Should Have Been: P0 Sc513557 Sh1354 En65960 Cr381153078 Ma1300158258 Kn8611 : P1 Sc305874 Sh804 En141700 Cr51704219 Ma378493498 Kn14714 : P8 Sc557629 Sh5153 : P9 Sc796505 Sh4047 : Rd940975261 1/17/2011 10:51:00 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513557 Sh1354 En65960 Cr371145626 Ma1285448306 Kn8566 : P1 Sc305812 Sh802 En142100 Cr61484899 Ma390569170 Kn14714 : P8 Sc557629 Sh5156 : P9 Sc796505 Sh4053 : Rd1033979243 KingIsaacLinksr Should Have Been: P0 Sc513557 Sh1354 En65960 Cr371145626 Ma1285448306 Kn8566 : P1 Sc305812 Sh802 En142100 Cr61484899 Ma390569170 Kn14714 : P8 Sc557629 Sh5155 : P9 Sc796505 Sh4053 : Rd1033979243 1/17/2011 10:53:35 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513700 Sh1355 En55960 Cr218404099 Ma1142039329 Kn8746 : P1 Sc306311 Sh812 En140700 Cr52251012 Ma347316796 Kn14714 : P8 Sc557767 Sh5140 : P9 Sc796569 Sh4038 : Rd271388068 KingIsaacLinksr Should Have Been: P0 Sc513700 Sh1355 En55960 Cr218404099 Ma1142039329 Kn8746 : P1 Sc306311 Sh812 En140700 Cr52251012 Ma347316796 Kn14714 : P8 Sc557767 Sh5141 : P9 Sc796569 Sh4038 : Rd271388068 1/17/2011 10:58:40 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr305999429 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58028999 Ma435228326 Kn14714 : P8 Sc557565 Sh5167 : P9 Sc796505 Sh4070 : Rd1110125847 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr305999429 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58028999 Ma435228326 Kn14714 : P8 Sc557533 Sh5167 : P9 Sc796505 Sh4070 : Rd1110125847 1/17/2011 10:59:13 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557533 Sh5167 : P9 Sc796505 Sh4070 : Rd1726717851 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557533 Sh5166 : P9 Sc796505 Sh4070 : Rd1726717851 1/17/2011 10:59:46 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557565 Sh5167 : P9 Sc796505 Sh4070 : Rd1349446006 KingIsaacLinksr Should Have Been: P0 Sc513427 Sh1354 En65960 Cr305982029 Ma1213722164 Kn8359 : P1 Sc305619 Sh794 En146500 Cr58022005 Ma435179366 Kn14714 : P8 Sc557533 Sh5167 : P9 Sc796505 Sh4070 : Rd1349446006 1/17/2011 11:10:51 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc4876 Sh141 En43550 Cr382878261 Ma264785648 Kn536 : P1 Sc5993 Sh263 En116100 Cr191183904 Ma167034749 Kn10728 : P8 Sc232952 Sh4229 : P9 Sc226458 Sh4698 : Rd2029523174 KingIsaacLinksr Should Have Been: P0 Sc4876 Sh141 En43550 Cr382878261 Ma264785648 Kn536 : P1 Sc5993 Sh263 En116100 Cr191183904 Ma167034749 Kn10728 : P8 Sc232952 Sh4229 : P9 Sc226458 Sh4699 : Rd2029523174 1/17/2011 11:12:18 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc3840 Sh80 En133500 Cr90378240 Ma90787840 Kn10010 : P1 Sc3567 Sh79 En133500 Cr89968640 Ma90787840 Kn10010 : P8 Sc235355 Sh4272 : P9 Sc225416 Sh4722 : Rd150941190 KingIsaacLinksr Should Have Been: P0 Sc3840 Sh80 En133500 Cr90378240 Ma90787840 Kn10010 : P1 Sc3567 Sh79 En133500 Cr89968640 Ma90787840 Kn10010 : P8 Sc235355 Sh4271 : P9 Sc225416 Sh4722 : Rd150941190 1/17/2011 11:17:22 PM (4.069) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc4840 Sh165 En44500 Cr88509920 Ma209117715 Kn310 : P1 Sc4912 Sh187 En120150 Cr9998336 Ma168079360 Kn10310 : P8 Sc235368 Sh4264 : P9 Sc225494 Sh4721 : Rd1753183348 KingIsaacLinksr Should Have Been: P0 Sc4840 Sh165 En44500 Cr88509920 Ma209117715 Kn310 : P1 Sc4912 Sh187 En120150 Cr9998336 Ma168079360 Kn10310 : P8 Sc235381 Sh4264 : P9 Sc225494 Sh4721 : Rd1753183348 1/24/2011 8:27:41 PM (4.073) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc6529 Sh256 En32250 Cr59640096 Ma279345221 Kn764 : P1 Sc7126 Sh361 En100450 Cr14073856 Ma99147776 Kn10764 : P8 Sc238462 Sh4233 : P9 Sc228482 Sh4738 : Rd405698749 KingIsaacLinksr Should Have Been: P0 Sc6502 Sh256 En32250 Cr59640096 Ma279345221 Kn764 : P1 Sc7126 Sh361 En100450 Cr14073856 Ma99147776 Kn10764 : P8 Sc238462 Sh4234 : P9 Sc228482 Sh4738 : Rd405698749 1/24/2011 8:31:54 PM (4.073) ----------------------------------- KingIsaacLinksr Desync Error----------------------------------- KingIsaacLinksr Sent: P0 Sc5809 Sh202 En38600 Cr183618464 Ma221601024 Kn586 : P1 Sc6022 Sh268 En109225 Cr641760 Ma115732315 Kn10586 : P8 Sc235879 Sh4222 : P9 Sc225798 Sh4726 : Rd1325878907 KingIsaacLinksr Should Have Been: P0 Sc5782 Sh202 En38600 Cr183618464 Ma221601024 Kn586 : P1 Sc6022 Sh268 En109225 Cr641760 Ma115732315 Kn10586 : P8 Sc235879 Sh4223 : P9 Sc225798 Sh4726 : Rd1325878907 |
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Gah, nuts. While it is fresh in your mind, however: 1. Were you able to reproduce the issue? 2. Had either you or King loaded another savegame in the same session that desynced? 3. Is that save from before the desync? If so, that's helpful for us in reproducing it, if you're able to do so. 4. If that save is from after, can you please make sure you follow the desync reporting procedures and give us a save from both you and King when that happens? It's 100% useless to us without both saves, because we have nothing to run a differential against. |
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1. We didn't try to reproduce the issue, our bad. 2. I'm not sure what you mean by this. But if I'm hearing you right, I had been playing another game before we started that. (Solo) 3. I'm pretty sure that's during the desync. You'd have to ask Fox on that. 4. We'll be sure to do this. King |
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Hi King, Thanks a lot. You're exactly right on item 2. I suspect that may be what led to the desync, and that if you "start fresh" before you both play, you won't be able to duplicate. Item 2 shouldn't be an issue, but at this point I think it is. |
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We did boot up the game I was playing (Before Fox got online) after I fully restarted AIW and had no desyncs. Will test tomorrow if we get the chance and see if that truly is the issue. King |
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Okay -- thanks a lot! |
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We'll definately check that. And yeah, mine was freshly started, but King had been playing earlier. |
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Dang it. I didn't get to post this in time. But whatever. Keith and Chris's reaction when they first saw there is still a desync in 4.073: http://www.youtube.com/watch?v=WWaLxFIVX1s |
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@Tech You may have posted late, but we allllllllll heard that, from wherever they live. It was rather loud. :P |
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Pretty. Darn. Much. ;) |
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xD On a side note Chris, besides the constant spam of Marauders and desyncs, its starting to look finished :) |
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That part, at least, is good. :) |
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Optimistically, I think that 0003077 was also the cause of this. |
Date Modified | Username | Field | Change |
---|---|---|---|
Jan 16, 2011 10:05 am | Mithror | New Issue | |
Jan 16, 2011 10:05 am | Mithror | File Added: desync issue - Mithror.sav | |
Jan 16, 2011 10:06 am | Mithror | File Added: desync.sav | |
Jan 16, 2011 11:32 am | Chris_McElligottPark | Note Added: 0008701 | |
Jan 16, 2011 11:33 am | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Jan 16, 2011 11:33 am | Chris_McElligottPark | Status | new => acknowledged |
Jan 16, 2011 11:53 am | Mithror | Note Added: 0008709 | |
Jan 16, 2011 11:57 am | TechSY730 | Note Added: 0008710 | |
Jan 16, 2011 11:59 am | Mithror | Note Added: 0008711 | |
Jan 16, 2011 12:07 pm | Chris_McElligottPark | Note Added: 0008712 | |
Jan 16, 2011 12:12 pm | Mithror | Note Added: 0008713 | |
Jan 16, 2011 1:13 pm | Mithror | Note Added: 0008728 | |
Jan 16, 2011 1:14 pm | Chris_McElligottPark | Note Added: 0008729 | |
Jan 16, 2011 1:27 pm | lyravega | Note Added: 0008732 | |
Jan 16, 2011 1:34 pm | Chris_McElligottPark | Note Added: 0008734 | |
Jan 16, 2011 2:59 pm | kiwiattack | Note Added: 0008739 | |
Jan 16, 2011 3:31 pm | lyravega | Note Added: 0008749 | |
Jan 16, 2011 4:09 pm | TechSY730 | Note Added: 0008755 | |
Jan 16, 2011 5:17 pm | Mithror | Note Added: 0008765 | |
Jan 16, 2011 5:20 pm | Chris_McElligottPark | Note Added: 0008766 | |
Jan 16, 2011 5:38 pm | Mithror | Note Added: 0008767 | |
Jan 16, 2011 5:46 pm | keith.lamothe | Note Added: 0008769 | |
Jan 16, 2011 5:50 pm | keith.lamothe | Note Added: 0008770 | |
Jan 16, 2011 5:54 pm | Mithror | Note Added: 0008771 | |
Jan 16, 2011 5:55 pm | Mithror | Note Edited: 0008771 | |
Jan 16, 2011 5:56 pm | keith.lamothe | Note Added: 0008772 | |
Jan 16, 2011 5:57 pm | Chris_McElligottPark | Note Added: 0008773 | |
Jan 16, 2011 5:57 pm | Mithror | Note Added: 0008774 | |
Jan 16, 2011 6:05 pm | lyravega | Note Added: 0008776 | |
Jan 16, 2011 6:06 pm | Chris_McElligottPark | Note Added: 0008777 | |
Jan 16, 2011 6:14 pm | lyravega | Note Added: 0008778 | |
Jan 16, 2011 6:16 pm | lyravega | Note Edited: 0008778 | |
Jan 16, 2011 6:41 pm | Chris_McElligottPark | Note Added: 0008779 | |
Jan 16, 2011 8:54 pm | Chris_McElligottPark | Note Added: 0008786 | |
Jan 16, 2011 8:55 pm | keith.lamothe | Note Added: 0008787 | |
Jan 16, 2011 9:17 pm | Chris_McElligottPark | Note Added: 0008788 | |
Jan 16, 2011 9:17 pm | Chris_McElligottPark | Status | acknowledged => feedback |
Jan 16, 2011 9:18 pm | Chris_McElligottPark | Relationship added | related to 0002480 |
Jan 16, 2011 11:12 pm | keith.lamothe | Note Added: 0008801 | |
Jan 16, 2011 11:15 pm | Chris_McElligottPark | Note Added: 0008802 | |
Jan 16, 2011 11:19 pm | TechSY730 | Note Added: 0008804 | |
Jan 17, 2011 3:26 am | Mithror | Note Added: 0008847 | |
Jan 17, 2011 3:26 am | Mithror | Status | feedback => assigned |
Jan 17, 2011 3:35 am | Mithror | Note Added: 0008848 | |
Jan 17, 2011 3:47 am | Mithror | Note Added: 0008849 | |
Jan 17, 2011 9:37 am | keith.lamothe | Status | assigned => feedback |
Jan 17, 2011 1:15 pm | Mithror | Note Added: 0008900 | |
Jan 17, 2011 1:15 pm | Mithror | Status | feedback => assigned |
Jan 17, 2011 1:22 pm | Chris_McElligottPark | Note Added: 0008903 | |
Jan 17, 2011 3:33 pm | Kordy | Note Added: 0008917 | |
Jan 17, 2011 3:46 pm | Chris_McElligottPark | Note Added: 0008919 | |
Jan 17, 2011 4:15 pm | Mithror | Note Added: 0008931 | |
Jan 17, 2011 4:17 pm | Mithror | File Added: desync_example2_host.sav | |
Jan 17, 2011 4:17 pm | Mithror | File Added: desync_example2.sav | |
Jan 17, 2011 4:19 pm | Mithror | File Added: DesyncErrors_example2.txt | |
Jan 17, 2011 4:19 pm | Mithror | Note Added: 0008934 | |
Jan 17, 2011 4:24 pm | Chris_McElligottPark | Note Added: 0008936 | |
Jan 17, 2011 4:29 pm | Mithror | Note Added: 0008940 | |
Jan 17, 2011 4:31 pm | keith.lamothe | Note Added: 0008943 | |
Jan 17, 2011 4:33 pm | Chris_McElligottPark | Note Added: 0008945 | |
Jan 17, 2011 4:45 pm | Mithror | Note Added: 0008957 | |
Jan 17, 2011 4:55 pm | Moonshine Fox | File Added: MoonKing_desync_01.sav | |
Jan 17, 2011 4:55 pm | Moonshine Fox | File Added: MoonKing_desync_02.sav | |
Jan 17, 2011 4:56 pm | Moonshine Fox | Note Added: 0008962 | |
Jan 17, 2011 5:02 pm | Chris_McElligottPark | Note Added: 0008963 | |
Jan 17, 2011 5:18 pm | Chris_McElligottPark | Note Added: 0008964 | |
Jan 17, 2011 5:18 pm | Moonshine Fox | File Added: MoonKing_DesyncErrors.txt | |
Jan 17, 2011 5:18 pm | Moonshine Fox | Note Added: 0008965 | |
Jan 17, 2011 5:24 pm | Chris_McElligottPark | Note Added: 0008966 | |
Jan 17, 2011 5:27 pm | Moonshine Fox | Note Added: 0008967 | |
Jan 17, 2011 5:29 pm | Chris_McElligottPark | Note Added: 0008968 | |
Jan 17, 2011 5:39 pm | kingisaaclinksr | Note Added: 0008969 | |
Jan 17, 2011 5:42 pm | Moonshine Fox | Note Added: 0008970 | |
Jan 17, 2011 6:05 pm | Chris_McElligottPark | Note Added: 0008971 | |
Jan 17, 2011 6:12 pm | Moonshine Fox | Note Added: 0008972 | |
Jan 17, 2011 6:15 pm | keith.lamothe | Note Added: 0008974 | |
Jan 17, 2011 6:20 pm | Chris_McElligottPark | Note Added: 0008975 | |
Jan 17, 2011 6:22 pm | keith.lamothe | Note Added: 0008976 | |
Jan 17, 2011 6:23 pm | kingisaaclinksr | Note Added: 0008977 | |
Jan 17, 2011 6:25 pm | Chris_McElligottPark | Note Added: 0008978 | |
Jan 17, 2011 6:26 pm | keith.lamothe | Note Added: 0008979 | |
Jan 17, 2011 6:28 pm | TechSY730 | Note Added: 0008980 | |
Jan 17, 2011 6:29 pm | keith.lamothe | Note Added: 0008981 | |
Jan 17, 2011 6:31 pm | Chris_McElligottPark | Note Added: 0008982 | |
Jan 17, 2011 6:34 pm | TechSY730 | Note Added: 0008983 | |
Jan 17, 2011 6:40 pm | keith.lamothe | Note Added: 0008984 | |
Jan 17, 2011 6:41 pm | Chris_McElligottPark | Note Added: 0008985 | |
Jan 17, 2011 6:51 pm | TechSY730 | Note Added: 0008987 | |
Jan 17, 2011 6:52 pm | Chris_McElligottPark | Note Added: 0008988 | |
Jan 17, 2011 6:55 pm | keith.lamothe | Note Added: 0008989 | |
Jan 17, 2011 7:07 pm | Chris_McElligottPark | Note Added: 0008990 | |
Jan 17, 2011 7:45 pm | Moonshine Fox | Note Added: 0008993 | |
Jan 17, 2011 8:18 pm | Chris_McElligottPark | Note Added: 0008997 | |
Jan 18, 2011 1:11 am | Chris_McElligottPark | Note Added: 0009028 | |
Jan 18, 2011 1:11 am | Chris_McElligottPark | Status | assigned => feedback |
Jan 18, 2011 5:35 am | Kittens | Note Added: 0009056 | |
Jan 18, 2011 12:05 pm | Chris_McElligottPark | Note Added: 0009077 | |
Jan 18, 2011 6:17 pm | Chris_McElligottPark | Note Added: 0009116 | |
Jan 18, 2011 6:28 pm | Mithror | Note Added: 0009122 | |
Jan 18, 2011 6:28 pm | Mithror | Status | feedback => assigned |
Jan 18, 2011 6:30 pm | Chris_McElligottPark | Note Added: 0009123 | |
Jan 18, 2011 6:40 pm | kingisaaclinksr | Note Added: 0009124 | |
Jan 18, 2011 6:40 pm | Chris_McElligottPark | Note Added: 0009125 | |
Jan 18, 2011 11:42 pm | Chris_McElligottPark | Relationship added | related to 0002546 |
Jan 18, 2011 11:44 pm | Chris_McElligottPark | Note Added: 0009213 | |
Jan 19, 2011 3:42 am | Mithror | Note Added: 0009221 | |
Jan 19, 2011 6:29 am | lyravega | Note Added: 0009223 | |
Jan 19, 2011 10:56 am | Chris_McElligottPark | Note Added: 0009239 | |
Jan 19, 2011 4:26 pm | kingisaaclinksr | Note Added: 0009275 | |
Jan 19, 2011 4:28 pm | Chris_McElligottPark | Note Added: 0009276 | |
Jan 19, 2011 4:31 pm | kingisaaclinksr | Note Added: 0009277 | |
Jan 19, 2011 4:35 pm | Chris_McElligottPark | Note Added: 0009278 | |
Jan 19, 2011 7:06 pm | Kordy | Note Added: 0009285 | |
Jan 19, 2011 7:09 pm | keith.lamothe | Note Added: 0009286 | |
Jan 19, 2011 7:11 pm | Chris_McElligottPark | Note Added: 0009287 | |
Jan 20, 2011 12:18 pm | Kordy | Note Added: 0009354 | |
Jan 24, 2011 2:36 pm | Moonshine Fox | Note Added: 0009637 | |
Jan 24, 2011 2:36 pm | Moonshine Fox | File Added: Desync_KingFox_01.sav | |
Jan 24, 2011 2:37 pm | Moonshine Fox | File Added: Desync_KingFox_01.txt | |
Jan 24, 2011 4:23 pm | Chris_McElligottPark | Note Added: 0009645 | |
Jan 24, 2011 4:45 pm | kingisaaclinksr | Note Added: 0009647 | |
Jan 24, 2011 4:47 pm | Chris_McElligottPark | Note Added: 0009648 | |
Jan 24, 2011 4:49 pm | kingisaaclinksr | Note Added: 0009649 | |
Jan 24, 2011 4:49 pm | Chris_McElligottPark | Note Added: 0009650 | |
Jan 24, 2011 6:02 pm | Moonshine Fox | Note Added: 0009651 | |
Jan 24, 2011 7:10 pm | TechSY730 | Note Added: 0009657 | |
Jan 24, 2011 7:13 pm | kingisaaclinksr | Note Added: 0009658 | |
Jan 24, 2011 7:15 pm | Chris_McElligottPark | Note Added: 0009659 | |
Jan 24, 2011 7:17 pm | kingisaaclinksr | Note Added: 0009660 | |
Jan 24, 2011 7:18 pm | kingisaaclinksr | Note Edited: 0009660 | |
Jan 24, 2011 7:23 pm | Chris_McElligottPark | Note Added: 0009661 | |
Mar 22, 2011 11:13 pm | Chris_McElligottPark | Note Added: 0011296 | |
Mar 22, 2011 11:13 pm | Chris_McElligottPark | Status | assigned => resolved |
Mar 22, 2011 11:13 pm | Chris_McElligottPark | Fixed in Version | => 5.006 |
Mar 22, 2011 11:13 pm | Chris_McElligottPark | Resolution | open => fixed |
Mar 22, 2011 11:13 pm | Chris_McElligottPark | Relationship added | related to 0003077 |