[0.12.26] Difficulties of automated reconnecting when desync occurs.
Posted: Mon Mar 14, 2016 6:05 pm
Desyncs happen... but the pain of it could be less.
When a desync happens, the player that is the victim all but loses control of their client. They cannot say 'No, I don't want to reconnect'. The client continues to try to reconnect them. Once connected, they frequently desync again after literally about a second, and the loops repeats over and over.
If the victim is afk when this happens, then all other players are subjected to multiple unnecessary desyncs.
Even if the victim is at the keyboard, there is only that one single second that they have the menu pops up, and they get the opportunity to click 'Quit game'. If they are lucky and get it in time, then the client STILL does one more connection attempt regardless before quitting.
Solution: Don't make connection attempts following a desync automatic. Have the user click 'retry' or 'quit to main menu'. Possibly even show who is logged on (so that can know if they are bothering others).
When a desync happens, the player that is the victim all but loses control of their client. They cannot say 'No, I don't want to reconnect'. The client continues to try to reconnect them. Once connected, they frequently desync again after literally about a second, and the loops repeats over and over.
If the victim is afk when this happens, then all other players are subjected to multiple unnecessary desyncs.
Even if the victim is at the keyboard, there is only that one single second that they have the menu pops up, and they get the opportunity to click 'Quit game'. If they are lucky and get it in time, then the client STILL does one more connection attempt regardless before quitting.
Solution: Don't make connection attempts following a desync automatic. Have the user click 'retry' or 'quit to main menu'. Possibly even show who is logged on (so that can know if they are bothering others).