Topic: Using syncstreams to debug replays
WorldSavior Topic Opener |
Posted at: 2019-01-22, 12:41
Syncstreams are only used to debug matches - not replays - right? If so, it could eventually be useful if syncstreams would also be possible to do that, if that wouldn't be too complicated. I've seen so many critical desynchs in replays, that's why I suggest that. Edited: 2019-01-22, 12:42
Wanted to save the world, then I got widetracked Top Quote |
kaputtnik |
Posted at: 2019-01-22, 16:03
Yes, i think so too.
I guess solving the desyncs in multiplayer games does also solve the desyncs when watching replays. Fight simulator for Widelands: |
WorldSavior Topic Opener |
Posted at: 2019-01-23, 15:03
That would be good. But I think that I once saw a replay desync in a build19 collectors multiplayer game replay, so maybe not all replay desyncs are related to multiplayer desyncs. And maybe syncstreams for replays could have some more advantages. For example it's most of the time impossible to watch trunk replays with later trunk versions. I'm not sure if syncstreams could easily fix that, but I wouldn't be that surprised... Wanted to save the world, then I got widetracked Top Quote |
kaputtnik |
Posted at: 2019-02-09, 15:29
Notabilis has found at least one issue for some desyncs in replays. The code change to fix that has hit trunk in revision 8970, so further testing can be done ... Fight simulator for Widelands: |
teppo |
Posted at: 2019-02-10, 09:08
Are the economy numbers assigned by host or each PC individually? If former, then this sounds like replay-only issue. Never the less, Hooray to Notabilis What about the better syncstreams branch, is it still interesting? Top Quote |
Notabilis |
Posted at: 2019-02-10, 11:19
Thanks. The economy number are for each PC individually, which means that they can also cause desyncs of multiplayer games. For example, if one player takes a short look at the map before starting the multiplayer game, the economy numbers are no longer synchronized which can lead to desyncs if the economy targets are changed later on. I consider the better syncstreams branch useful and since GunChleoc agrees I am currently preparing it for merge. It will hopefully make it easier to debug desyncs in the future (and also reduces the size of the files to upload). Top Quote |
GunChleoc |
Posted at: 2019-02-11, 06:55
We're now resetting the economy number when a new game starts, so that should fix that particular bug. Busy indexing nil values Top Quote |
WorldSavior Topic Opener |
Posted at: 2019-02-12, 23:22
I've tested now a lot of autocrat replays, they all work Thanks a lot, Notabilis! I've also tested some multiplayer matches with version 8980 and no desync happened, just some mysterious crash. Wanted to save the world, then I got widetracked Top Quote |
hessenfarmer |
Posted at: 2019-02-26, 07:57
Has anybody had any desyncs lately with a version higher than rev 8970 (that's where the fix went in)? If not I feel we could close the issue for now and eventually we can proceed to the next phase of b20 Top Quote |
stonerl |
Posted at: 2019-02-26, 08:54
Nope, I had a multiplayer with 6 participants on Saturday; and over the course of 6 hours we haven't had a single desync. Top Quote |