[1.1.60] Desync bug
Posted: Sun Jun 12, 2022 9:20 am
As per instruction by Bilka
I have a desync issue that is caused from the beginning of the game but is rather hidden for some time until a crc check is done by game internals.
Steps to reproduce:
1) Enable Constructron-Continued (any version)
2) Load a fresh multiplayer game
3) /c game.force_crc()
--
Desync report:
https://transfer.sh/VIQrfC/desync-repor ... -26-00.zip
---
Links:
https://mods.factorio.com/mod/Constructron-Continued
https://github.com/ILLISIS/Constructron-continued
---
Discord conversation 12/6/22 in Mod-making..
Bilka: The Constructron desync doesnt happen in 1.1.50
[7:04 PM] Bilka: Just make a bug report
Bilka: The difference is that the desynced save says the mod was removed and readded once, while the reference save does not say that
[6:41 PM] Bilka: my guess was that the mod does reload_mods() or something, but I couldn't find anything like that in the code
] Illisis: Desyncs with mods category Bilka?
[7:11 PM] Bilka: no, normal bug report
[7:11 PM] Bilka: if you put it in desyncs with mods, nobody will look at it
[7:12 PM] Bilka: + you make it look like the mod is the cause, which is rather unlikely given that the desync is that one of the saves thinks the mod was removed and then added again
[7:12 PM] Illisis: fair enough
[7:12 PM] Bilka: that's not exactly something a mod can cause, especially not without calling reload mods or reload script
---
Hornwitser's desync tool output:
I have a desync issue that is caused from the beginning of the game but is rather hidden for some time until a crc check is done by game internals.
Steps to reproduce:
1) Enable Constructron-Continued (any version)
2) Load a fresh multiplayer game
3) /c game.force_crc()
--
Desync report:
https://transfer.sh/VIQrfC/desync-repor ... -26-00.zip
---
Links:
https://mods.factorio.com/mod/Constructron-Continued
https://github.com/ILLISIS/Constructron-continued
---
Discord conversation 12/6/22 in Mod-making..
Bilka: The Constructron desync doesnt happen in 1.1.50
[7:04 PM] Bilka: Just make a bug report
Bilka: The difference is that the desynced save says the mod was removed and readded once, while the reference save does not say that
[6:41 PM] Bilka: my guess was that the mod does reload_mods() or something, but I couldn't find anything like that in the code
] Illisis: Desyncs with mods category Bilka?
[7:11 PM] Bilka: no, normal bug report
[7:11 PM] Bilka: if you put it in desyncs with mods, nobody will look at it
[7:12 PM] Bilka: + you make it look like the mod is the cause, which is rather unlikely given that the desync is that one of the saves thinks the mod was removed and then added again
[7:12 PM] Illisis: fair enough
[7:12 PM] Bilka: that's not exactly something a mod can cause, especially not without calling reload mods or reload script
---
Hornwitser's desync tool output:
Code: Select all
python3 -m hornwitser.factorio_tools desync desync-report-2022-06-12_17-26-00.zip
Unzipping desync-report-2022-06-12_17-26-00.zip
level_with_tags.dat differs
---------------------------
replace ref[1:2] -> des[1:2]
<scenario-history> pos=8608972
ref: b'\x06'
<scenario-history> pos=8608972
des: b'\x07'
insert ref[99:99] -> des[99:116]
ref: b''
<scenario-history> pos=8608972
des: b'<scenario-history-step>\x02<scenario-history-change-item type=2>\x02\x16Constructron-Continued<version>\x01\x00\x05</version>\xc5\xf5{\x98</scenario-history-change-item><scenario-history-change-item type=1>\x01\x16Constructron-Continued<version>\x01\x00\x05</version>\xc5\xf5{\x98</scenario-history-change-item></scenario-history-step>'