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[2.0.15] Desync at login when another player is already connected

Posted: Thu Nov 14, 2024 10:19 pm
by kbios
It started happening after many days playing this map with my friend, suddenly I cannot log in if he's playing and he cannot login if I'm playing (every time there is an immediate desync for the player trying to log in). We are playing on a headless server.

We also tried pausing the game before logging in, this allows to log in but as soon as we unpause the desync happens.

Here's the desync report:
https://drive.google.com/file/d/17ApK4N ... sp=sharing

We're both very invested in this save so I really pray this is solvable :shock:

Re: [2.0.15][Multiplayer desync] Sudden desync at login when another player is already connected

Posted: Wed Nov 20, 2024 11:48 am
by kbios
Update: we found out that now we can play together if I login first and my friend second, while the desync happens 100% of the times if he logins first.

Easy reproduction steps:

1) load this save (https://drive.google.com/file/d/1-33kH0 ... sp=sharing) on a headless server
2) join the game as player "JAAC"
3) join the game as player "Alby"

Results: Alby gets desynced as soon as he joins

Re: [2.0.15] Desync at login when another player is already connected

Posted: Sun Dec 01, 2024 9:51 pm
by kbios
Unfortunately the problem got worse: now neither of us can join if the other is playing (immediate desync).

Here's the new desync report: https://drive.google.com/file/d/1BxlUyx ... sp=sharing

Re: [2.0.15] Desync at login when another player is already connected

Posted: Mon Dec 02, 2024 1:16 am
by Rseding91
Does this still desync in the latest stable version? There have been several desync fixes between 2.0.15 and 2.0.21

Re: [2.0.15] Desync at login when another player is already connected

Posted: Mon Dec 02, 2024 1:47 am
by kbios
Hi, I just tried with 2.0.21 and unfortunately it still happens. Here is the desync report from 2.0.21:

https://drive.google.com/file/d/1prU0Nq ... sp=sharing

Re: [2.0.15] Desync at login when another player is already connected

Posted: Mon Dec 02, 2024 4:27 pm
by Rseding91
Thanks for the report. Boskid and I were able to figure out this issue and it's now fixed for the next release.

Re: [2.0.15] Desync at login when another player is already connected

Posted: Tue Dec 03, 2024 5:37 pm
by gujarat6
Hi! I know this is already in the resolved category, but I wondered if this is the same thing as reported in this thread? viewtopic.php?f=7&t=122909

Re: [2.0.15] Desync at login when another player is already connected

Posted: Tue Dec 03, 2024 7:30 pm
by Rseding91
gujarat6 wrote: Tue Dec 03, 2024 5:37 pm Hi! I know this is already in the resolved category, but I wondered if this is the same thing as reported in this thread? viewtopic.php?f=7&t=122909
I don't believe so. This desync is related to changing force-friends runtime using the Lua API.

Re: [2.0.15] Desync at login when another player is already connected

Posted: Tue Dec 03, 2024 10:52 pm
by gujarat6
Rseding91 wrote: Tue Dec 03, 2024 7:30 pm
gujarat6 wrote: Tue Dec 03, 2024 5:37 pm Hi! I know this is already in the resolved category, but I wondered if this is the same thing as reported in this thread? viewtopic.php?f=7&t=122909
I don't believe so. This desync is related to changing force-friends runtime using the Lua API.
I know I'm asking a lot, but would you be able to guide me on what could be the reason for the desync in the report I have provided under the other thread? Or how to find out? When comparing the script.dat, there were single cells differing by 1 on the hex side, but these were just some random characters only in the whole file.

Re: [2.0.15] Desync at login when another player is already connected

Posted: Tue Dec 03, 2024 11:52 pm
by Rseding91
Desyncs are incredibly difficult to diagnose and fix - unless someone knows of a reliable way to reproduce them. Even then, it's difficult to find the underlying issue.

Re: [2.0.15] Desync at login when another player is already connected

Posted: Thu Dec 05, 2024 7:56 pm
by kbios
Rseding91 wrote: Mon Dec 02, 2024 4:27 pm Thanks for the report. Boskid and I were able to figure out this issue and it's now fixed for the next release.
Great to see it fixed! I just bought space age as my thank you for this :)