[0.16.2][mac] Desync on server with MMO script

Desyncs in modded game will be ignored most of the time, until it is clearly proven that the desync is not caused by scripting.
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Sparen
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[0.16.2][mac] Desync on server with MMO script

Post by Sparen »

A little while ago Factorio MMO started up a new vanilla rail world server, and in the first hour there have probably been around 15 desyncs.

I desynced 6 times - sometimes I'd desync when trying to rejoin.

I have attacked the latest 2 of the 6 desync reports as well as the log file.

macOS Sierra 10.12.6, Steam Client, Factorio 0.16.2
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[0.16.2] Desync Report

Post by viceroypenguin »

Was on FactorioMMO server. Left the game, when attempting to rejoin the game, got two desyncs on connect.

Merged...
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Re: [0.16.2][mac] Desync on server with MMO script

Post by psihius »

Server side log file since server start if needed.
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Re: [0.16.2][mac] Desync on server with MMO script

Post by Klonan »

This is too vague, so I have moved it to desyncs with mods

If you can provide some simple commands to reliably desync, and provide the snippet or API call that specifically causes it when it shouldn't
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Re: [0.16.2][mac] Desync on server with MMO script

Post by I_IBlackI_I »

Relevant thread viewtopic.php?f=7&t=45590&p=262391#p262367. In this thread the value being different between client and server was global.player_spectator_character this time it is spectator_character (we updated our code a bit) 8 months later and the same problem occurs, again at the launch of a new factorio version. Something is definitely up with this, and considering it was working fine in 0.15.high I suspect there may be a deeper cause. I will dissect both another desync report but I suspect it will be the same.
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Re: [0.16.2][mac] Desync on server with MMO script

Post by I_IBlackI_I »

Here are two of the desyncs differences. https://imgur.com/a/Gm8wQ
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