While me and a friend were building a train outpost to get some resources all goes well until I decided to place rail signal near the entrance of the train station, while my friend was standing still, and it made me desynch. I don't know what happened, but when I rejoined the server I was transported to the other side of the map. https://drive.google.com/file/d/1MsrLWQ ... sp=sharing this is the url for the desych error zip file.
And after I rejoined, because I thought it wasn't going to repeat, I could play for 5 mins until I got desynched with my friend this time I am not sure what happened as this time we were just moving around the map. https://drive.google.com/file/d/1_X8g7w ... sp=sharing this is the second desynch report I got.
This is our save after the desynchs as we can't get the one before https://drive.google.com/file/d/1GAdzQU ... sp=sharing
Hope this will help
Note: I am not actually sure if the desynch happened because of the rail signal, but it did happen after I placed it so I am just guessing if that is why it happened
[boskid][1.1.1] Desync placing rail signal
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- Burner Inserter
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Re: [boskid][1.1.1] Desync placing rail signal
I was trying to understand this desync and was trying to reproduce it but was unable. Do you have any way to reproduce it, even not reliable one?
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- Burner Inserter
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Re: [boskid][1.1.1] Desync placing rail signal
I am not even sure anymore because as we restarted the server. Turn it on and off it never happened again. I have been trying to get it again, but was unable.
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- Burner Inserter
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Re: [boskid][1.1.1] Desync placing rail signal
But i am pretty sure i got the desync while making a train station and the server was running for around 8hours or 6 hours before i got desynced and then just as I placed a rail signal i got it.
Re: [boskid][1.1.1] Desync placing rail signal
Most likely this issue was the same as in 92761 - trains count is not save-loaded (it is deduced from other state during load) so if the train stop was destroyed while the train was stopped in it, server or client would see trains count with different value and because of this placing a signal which causes repath would make train in server to wait (because server saw trains count 1 higher) while on the client it would go (because client would see proper count that shows train stop is not yet full). There are signs in the desync that this was the case (trains count is saved for desync purposes and it was indeed different between server and client). Moving to duplicates.