Page 1 of 1
[2.0.28] Desync getting into spidertron, no mods
Posted: Mon Jan 13, 2025 3:29 am
by oakwhiz
Desync report:
https://www.dropbox.com/scl/fi/6hwfrmoz ... nxe3r&dl=0
Game info: No mods and all Space Age DLC disabled - it's vanilla
What happened:
Reconnected from AFK timer, made logistic requests / did hand crafting for a couple of minutes
Changed exoskeleton and reactor equipment in spidertron
Got into spidertron and started walking immediately
Desync occurred almost immediately
Network info:
Windows client, Linux server
Connected via LAN, connected via 10Gbps to Linux
bridge, then 1Gbps from that to another Linux
bridge, network stats looked OK at the time / no bottlenecking/congestion
Re: [boskid][2.0.28] Desync getting into spidertron, no mods
Posted: Mon Jan 13, 2025 5:39 pm
by boskid
I tried to reproduce any issues with this on a win(x64)-mac(arm) worst possible configuration however i was unable to reproduce any issues here. Desync report screams with differences about character position, spidertron position and spider leg positions. Given that character is driving a spidertron and spidertron has different position, it looks like it was primarily caused by a spidertron however i am unable to reproduce any issues about spidertrons. Attached 2 images (from client and from server) of the spidertrons where a different legs layout positions can be seen. Do you have any additional details about the reproduction? Going into a spidertron is not strictly what triggers a desync, it simply allowed to detect an existing desync earlier as character position difference will trip a desync detector and it could happen even if a spidertron was already in a desynced state but was not detected before.
![server-spider.png](./download/file.php?id=98933)
- server-spider.png (687.17 KiB) Viewed 263 times
![client-spider.png](./download/file.php?id=98934)
- client-spider.png (690.15 KiB) Viewed 263 times
Re: [2.0.28] Desync getting into spidertron, no mods
Posted: Mon Jan 13, 2025 6:53 pm
by oakwhiz
Sadly I have no other leads on reproducing this yet.
Re: [2.0.28] Desync getting into spidertron, no mods
Posted: Tue Jan 28, 2025 3:48 am
by Peteydog
I think i found something that could be related to this desync issue:
System info: Windows 24H2, Framework 13 laptop with an i7 1260P
Factorio info: 2.0.32 + Space age and its dependencies
The spidertron top speed in the first half-second or so of movement is higher than usual and then drops down to a consistent speed. This appears to be correlated to the positioning of the legs being further forward (in the direction of motion) than usual. The video attached has the entity velocity vector shown which seems to match what I have described above.
![01-28-2025, 14-43-10.png](./download/file.php?id=99687)
- 01-28-2025, 14-43-10.png (4.54 MiB) Viewed 103 times
The inconsistent leg positioning may be the cause of both the short speed boost and the desync