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[0.12.28-0.12.29] Desync in multiplayer
Posted: Wed Mar 23, 2016 11:13 pm
by odin_spain
Hi,
We are two playing in a multiplayer game in a headless server, we have a game with 25h time gaming.
The problem is that now the game starts a desync loop if we are together in the game, but it don“t happend when we are separately in the server.
There is a conexion problem, a map problem, a version problem....? Anybody knows a solution?
Thanks.
Mods:
http://5dimmod.com/download/mods.rar
Map:
https://5dimmod.com/download/Pruebita.zip
Report-desinc in temp file:
http://5dim.es/downloads/desync-report.zip
Re: [0.12.28-0.12.29] Desync in multiplayer
Posted: Thu Mar 24, 2016 10:01 am
by kovarex
I'm almost certain that the 5-dim mods are related to the desyncs.
I looked at random control.lua (5dim trains) and this is what I saw.
Code: Select all
require "defines"
local wagonsInit = false -- this is worng, it should use global.wagonsInit variable instead
--THIS CAN BE CHANGE TO ONLY TICK IF THE WAGONS TABLE HAS STUFF IN IT.
script.on_event(defines.events.on_tick, function(event)
if wagonsInit == nil or wagonsInit == false then
--script.player.clearconsole()
debugLog("SETUP Start!!!!!!!!!!!!")
wagonsInit = true
apiWarning = false
global.apiVersion = getApiVersion()
debugLog("API -- " .. global.apiVersion)
if global.wagons ~= nil then
global.wagonsData = convertWagonsToWagonsData(global.wagons)
global.wagons = nil
end
global.wagonsData = initWagonsData(global.wagonsData)
debugLog("SETUP End!!!!!!!!!!!!")
end
....
Generally, I would try to remove the 5dim mods, and see if the desyncs persist, so we can be sure about it.
Re: [0.12.28-0.12.29] Desync in multiplayer
Posted: Thu Mar 24, 2016 11:35 am
by odin_spain
A lot of thanks!!
We desinstall all mods about trains, but the problem persist.
So, we desinstall all mods and the problem was solved, but maybe was about the map without mods seem totally emptly.
Desync seem to be a random problem, sometimes its a infinite loop, sometimes game works after a only reconection. (with all mods installed), even with a only player in the server.
Re: [0.12.28-0.12.29] Desync in multiplayer
Posted: Thu Mar 24, 2016 11:38 am
by kovarex
Once we have the the mod database up and running, we plan to gather statistics of desyncs. With some statistics magic, it could say which mods are causing desyncs.