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IDProjectCategoryLast Update
0024767AI War 2Bug - GameplayApr 30, 2021 9:53 am
Reportergreyhoundgames Assigned ToChris_McElligottPark  
Severitymajor 
Status resolvedResolutionfixed 
Product VersionBeta 2.811 Brief Beta For Balance 
Fixed in VersionBeta 2.813 Golem Relations 
Summary0024767: Multiplayer is out of sync a lot
DescriptionThe latency is fine, measured by causing a change and seeing it happen instantly. However the ships are way way out of sync. For example I the host see a wave come in and i've already destroyed it and my friend thinks the battle is still raging on.
TagsNo tags attached.

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greyhoundgames

Apr 29, 2021 4:08 pm

reporter  

multiplayerstats.png (813,063 bytes)

Chris_McElligottPark

Apr 29, 2021 5:12 pm

administrator   ~0061266

Does that seem to last about 64 seconds, and then it fixes itself?

Chris_McElligottPark

Apr 29, 2021 7:58 pm

administrator   ~0061271

Thanks!

* Fixed an inversion of boolean logic with Network_FrameToStartAnyProcessing on ships, which may have been one cause of ghosts; it's hard to be sure.

* Updated multiplayer clients to track how long it has been since they have heard from the host to be based on the number of sim cycles rather than using realtime OR game time.
** Doing it via gametime would have adverse effects with regard to the fact that things take realtime. But using realtime like we had been doing had adverse effects if the simulation got paused for a bit waiting on something. For instance, we don't want a temporary network outage to cause the client to suicide all units and then have to rebuild them.
** The method of using sim steps as the count (each one is approximately 100ms) lets us be far more granular with our checking, because we know that communications must be open for these to be progressing, and yet it is also game-speed-independent.
** Based on this, all the things that say "it's been x amount of time since this unit was touched by the server" are based on this metric rather than actual realtime (which is what it was before).
** Also based on that, we now have it set to murder ghosts after 4 seconds, rather than 60 seconds (curiously, it actually turned out to usually be 64 seconds.

greyhoundgames

Apr 29, 2021 8:33 pm

reporter   ~0061272

Ill make a new bug if this shows up again.

greyhoundgames

Apr 30, 2021 1:35 am

reporter   ~0061282

Seems much better on the beta branch. Ill open a new task if it comes back. The game is new so theres also a lot less units.

Chris_McElligottPark

Apr 30, 2021 9:53 am

administrator   ~0061286

Awesome!

Issue History

Date Modified Username Field Change
Apr 29, 2021 4:08 pm greyhoundgames New Issue
Apr 29, 2021 4:08 pm greyhoundgames File Added: multiplayerstats.png
Apr 29, 2021 5:12 pm Chris_McElligottPark Note Added: 0061266
Apr 29, 2021 7:58 pm Chris_McElligottPark Assigned To => Chris_McElligottPark
Apr 29, 2021 7:58 pm Chris_McElligottPark Status new => resolved
Apr 29, 2021 7:58 pm Chris_McElligottPark Resolution open => fixed
Apr 29, 2021 7:58 pm Chris_McElligottPark Fixed in Version => Beta 2.813 Golem Relations
Apr 29, 2021 7:58 pm Chris_McElligottPark Note Added: 0061271
Apr 29, 2021 8:33 pm greyhoundgames Note Added: 0061272
Apr 30, 2021 1:35 am greyhoundgames Note Added: 0061282
Apr 30, 2021 9:53 am Chris_McElligottPark Note Added: 0061286