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[2.0.11] (Linux/Wayland) Desync in multiplayer

Posted: Sat Oct 26, 2024 1:50 pm
by ne_bknn
Occured for the first time while the game was in the background, the second one - I was actively playing. Server is a headless linux installation, I am running linux, too. Two of my friends are playing on the same server, on Windows, no desyncs. There were no desyncs on 2.0.7, 2.0.8, 2.0.9, 2.0.10. Seems like a regression.

https://drive.google.com/drive/folders/ ... sp=sharing

Server side log is there, too, don't know whether it is important or not.

Still can't find a way to reproduce.

Re: [2.0.11] (Linux/Wayland) Desync in multiplayer

Posted: Fri Nov 15, 2024 6:13 pm
by boskid
"16-06-42" desync has way too many differences inside that i would be really surprised to be caused by any possible mistake because there are multiple chunks generated around 878'000 tiles away east. Without any reproduction steps i am going to throw this into 1/0 magic because it highly suggests there was some memory corruption causing some charting or map generation to happen at wrong position. There is also one entity which is missing its name (from other differences i suspect it was a fish) which is near position {1038, 192} but reports having bounding box spanning from {1756012, 192} to {1070, 256}. It looks like client side is clearly corrupted in this desync.