Page 1 of 1
					
				[15.26] Desync with scenario
				Posted: Sat Jul 01, 2017 12:49 am
				by Philip017
				after updating to 15.26 from 15.25 everyone gets a dsync loop when anyone tries to join, including the first player. could be related to oarc scenario, but works fine in 15.25. posting dsync report for you. thanks for all your hard work.
not sure how you read these reports, but if it were something that oarc could look into perhaps these could be more helpful, i attempted to look at some of the files but they appear to be encoded.
file is too large to fit on forums,so here is a google drive link
Edit removed link to download.
			 
			
					
				Re: [15.26] Desync with scenario
				Posted: Sat Jul 01, 2017 7:05 pm
				by Oarc
				I have another desync report for this same scenario (I'm the scenario creator): 
https://www.dropbox.com/s/5ou7fak1rcmsq ... t.zip?dl=0
It used to load fine, now it immediately desyncs upon the first time I connect to a new map. I did not change anything besides go from V15.23 to V15.26.
I tried to use beyond compare to compare the "reference-level.zip" and "desynced-level.zip" but it says there are no differences.
Do I have to save a file from my server to compare with instead? Is there something else I should be comparing?
Server Specs:
Linux, 64bit, Headless, Running a custom scenario (NO CODE CHANGES, previously had 0 desyncs on a 50 hour map.)
Client specs don't seem to matter, anyone who tries to join desyncs immediately.
Here's the server log: 
https://www.dropbox.com/s/4l4e1vdzq4b0p ... t.log?dl=0 
			
					
				Re: [15.26] Desync with scenario
				Posted: Sat Jul 01, 2017 7:22 pm
				by kovarex
				Hello, it is error of the script, more specifically, this line:
Code: Select all
MAP_SETTINGS_RSO_SEED = math.random(999999999) -- Default is randomized map
But worry no more, as in the next version, it will properly give you an error, instead of desyncing.
 
			
					
				Re: [15.26] Desync with scenario
				Posted: Sun Jul 02, 2017 12:33 pm
				by Oarc
				Another player just helped me find the issue and I came here immediately to check on the bug report status to close it.
But I see the devs are already on top of it!
THANK YOU! Really appreciate you taking the time to check something which is running a custom scenario. And I look forward to that change in error reporting 
 
-Oarc
 
			
					
				Re: [15.26] Desync with scenario
				Posted: Sun Jul 02, 2017 2:46 pm
				by Philip017
				thank you for your fantastic support! 

 love the game!
 
			
					
				Re: [15.26] Desync with scenario
				Posted: Mon Jul 03, 2017 6:28 pm
				by die_8_
				After updating to 15.27 from 15.23, desync still has happened and I can not start savedata.
			 
			
					
				Re: [15.26] Desync with scenario
				Posted: Mon Jul 03, 2017 6:32 pm
				by Klonan
				die_8_ wrote:After updating to 15.27 from 15.23, desync still has happened and I can not start savedata.
You need to update the mod
 
			
					
				Re: [15.26] Desync with scenario
				Posted: Mon Jul 03, 2017 7:18 pm
				by die_8_
				It was able to be avoided by correcting the variable part above.
I apologize to you for a fuss over.
			 
			
					
				Re: [15.26] Desync with scenario
				Posted: Tue Jul 04, 2017 8:50 am
				by oNcLe
				even more problems: rso_control.lua
Rseding91 wrote:The RSO code you're using is not MP safe. It has the same problem as it did before: it runs code differently after saving and loading. The main problem is the initDone variable which isn't in the global variable so it resets to false every time someone loads the game to join in MP and causes the code in RSO_init to run differently for a player joining vs one already in the game.
edit*:
Ok so basically i have to remove all rso parts from the scenario,
and imput all the data from the new rso-mod_3.3.10 ? would that work?
edit* nvm
https://github.com/Oarcinae/FactorioSce ... layerSpawn