[0.15.3]OARC scenario, clients start dropping>desyncing

Bugs that we were not able to reproduce, and/or are waiting for more detailed info.
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MnHebi
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[0.15.3]OARC scenario, clients start dropping>desyncing

Post by MnHebi » Sat Apr 29, 2017 10:20 am

So, I was playing on a public OARC server. At some point, clients started dropping, and every time they tried to reconnect they got dropped instantly on loading the map. Then after a while of these clients trying to reconnect, everyone on the server got a desync. For me, it lead to a crash when my client tried to reconnect. There was no lag at all, I don't think it was a matter of server not having enough hardware capacity to handle players. While I was on there was 7 people on at most.

Sadly, my Factorio doesn't have a archive folder, but I did find something in the temp folder. Here is my factorio-current.log and what I found in the temp folder that corresponds to the game in question & the scenario I found in the scenarios folder.
Attachments
HaktosScenario.zip
The scenario in question
(360.35 KiB) Downloaded 19 times
level-init.zip
level init dat
(174.3 KiB) Downloaded 18 times
factorio-current.log
current log
(53.48 KiB) Downloaded 21 times

Loewchen
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Re: [0.15.3]OARC scenario, clients start dropping>desyncing

Post by Loewchen » Sat Apr 29, 2017 10:39 am

If it's only in the temp folder then it is incomplete and therefore of no use, most likely caused by not waiting for the download to complete.

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Re: [0.15.3]OARC scenario, clients start dropping>desyncing

Post by MnHebi » Sat Apr 29, 2017 12:18 pm

Game crashed on reconnect, like I said in the original post.

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Re: [0.15.3]OARC scenario, clients start dropping>desyncing

Post by Loewchen » Sat Apr 29, 2017 12:44 pm

MnHebi wrote:Game crashed on reconnect, like I said in the original post.
If you disconnect at any point in the report creation process there is no option to get the desync report anyway, reconnecting would not change that. with or without crash.

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Re: [0.15.3]OARC scenario, clients start dropping>desyncing

Post by MnHebi » Sat Apr 29, 2017 1:18 pm

It was automated. I desynced, game automatically started reconnecting, loaded map, then crashed.
How many times must I make it clear it was not me doing anything?

Every desync I've had so far, game crashes on map load finishing.

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Re: [0.15.3]OARC scenario, clients start dropping>desyncing

Post by MnHebi » Mon May 01, 2017 6:05 am

Well, I've found one cause for the desync. Picking up items from belt. Makes the server lag for everybody. Pick up items long enough, you get stuck in a loop on your own belt where your client will run in place, and keep performing item pickup. You can't move, you can't stop picking up items(this does eventually end, and the lag stops, seems proportional for how long you held the pickup key down..so if you held down for 10 seconds you can stand in place up to 2 minutes picking up items, and lagging the server down to a crawl). Shortly after the lag spike stops, everybody on the server desyncs.
Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795101) serverCRC(-646413377) localCRC(1791093963)
1600.891 Info ClientMultiplayerManager.cpp:539: MapTick(10795102) changing state from(InGame) to(DesyncedWaitingForMap)
1600.908 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795102) serverCRC(1593060966) localCRC(-231199064)
1600.925 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795103) serverCRC(6962812) localCRC(678829415)
1600.941 Info ClientMultiplayerManager.cpp:663: mapTick(10795105) received player (86) desynced
1600.941 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795104) serverCRC(902216173) localCRC(-1300903870)
1600.957 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795105) serverCRC(18098503) localCRC(1893024978)
1600.974 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795106) serverCRC(220760539) localCRC(-392988935)
1600.992 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795107) serverCRC(1446939540) localCRC(973944311)
1601.008 Info ClientMultiplayerManager.cpp:663: mapTick(10795109) received player (85) desynced
1601.008 Error GameActionHandler.cpp:2482: Multiplayer desynchronisation: crc test (heuristic) failed for crcTick(10795108) serverCRC(260140955) localCRC(1315101043)
1606.949 Info ClientMultiplayerManager.cpp:129: Disconnecting multiplayer connection.
1606.949 Info ClientMultiplayerManager.cpp:539: MapTick(10795110) changing state from(DesyncedWaitingForMap) to(DisconnectScheduled)
1606.958 Info ClientMultiplayerManager.cpp:539: MapTick(10795110) changing state from(DisconnectScheduled) to(DesyncedWaitingForMap)
1607.074 Info ClientSynchronizer.cpp:194: nextHeartbeatSequenceNumber(1630633752) cannot process synchronizer action
[edit]Aaaand the client that was on with me got stuck in a desync loop(every time they get on, they desync), until I got on the server AFTER the archive production. It took longer for me to get desynced again. Now on the 2nd desync, I got the archive folder. But the file is 1,2gb so it will take time to upload.

[edit2]Here it is
https://1drv.ms/u/s!Ag_oGXM7aD7ngQxJigRRfXJ0kl-I

[edit3]my client got stuck where I couldn't move, or chat, I could view the map but couldn't use any of the movement controls on it on the keyboard, could only zoom around with mouse after another client went to pick items off a belt. Factorio memory usage froze on that moment, got stuck on 4077mb. Took 5 minutes for it to raise to 5800mb, but then it froze at that level again. Here is that log for that attached to the post. Funny thing in that state you see other clients move smoothly, you see inserters working etc. But your client is stuck.
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factorio-previous.log
(124.25 KiB) Downloaded 18 times

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