View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0015558 | AI War 1 / Classic | Bug - Other | Jul 10, 2014 6:16 pm | Jul 10, 2014 6:16 pm | |
Reporter | TechSY730 | Assigned To | |||
Status | new | Resolution | open | ||
Product Version | 7.045 | ||||
Summary | 0015558: Pause/Unpaused state sometimes doesn't update for clients | ||||
Description | In a multilplayer situation, sometimes when the server unpauses, the client doesn't update to reflect it. Now, the client will still show changes to the game state (units fire, move, gather resources, receive orders, etc.), but the game still says pause, many animations do not play, music does not play if that option is set, etc. So there is no desync potential AFIAK. Oddly, if the client presses pause in this case, the client will "resume" (brighten the screen, plays music again, play animation again, which leads to a massive lag spike as all of the explosions and impact effects that have ever during the "not quite a pause" play all at once), but the game does not pause again (does the server throw away spurious unpause requests?). I think the inverse can happen too (client not saying pause, even though the server and the simulation are), but it seems much rarer. | ||||
Tags | No tags attached. | ||||
Internal Weight | |||||
Date Modified | Username | Field | Change |
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Jul 10, 2014 6:16 pm | TechSY730 | New Issue |