View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
---|---|---|---|---|---|
0023948 | AI War 2 | Bug - Gameplay | Oct 11, 2020 1:56 pm | Nov 18, 2020 3:39 pm | |
Reporter | Arides | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | 2.608 MP Deduplication And Bugfixes | ||||
Fixed in Version | 2.634 Multiplayer Solidification | ||||
Summary | 0023948: Multiplayer: Client hacking ARS after reroll -> no result | ||||
Description | Client is out of synch with host when reroll is done (different tech visible in ARS / tech center for each player). Applies both for ARS and tech centers. If the client continues to hack (tested on ARS), it will not get anything (since the ship he was hacking is not present in ARS). ARS will still die. Workaround: Rejoin | ||||
Tags | No tags attached. | ||||
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Thank you! * Previously, in multiplayer if there was a reroll hack that was done, it would give a different result on the client and the host. ** That has been corrected by making it so that on the host it now calls FlagAsNeedingForcedFullSyncToClientsJustInCaseIfInMultiplayerAndWeAreHost() on completion of the hack, which is the general standard that we should be aiming for with this sort of information in the future. ** This applies to the ARS, FRS, TV, and GCA. ** There is a slightly-more-automated fix for this that doesn't require individual mod-author (or faction-designer or unit-designer) input, but this is still a good idea to do. |
Date Modified | Username | Field | Change |
---|---|---|---|
Oct 11, 2020 1:56 pm | Arides | New Issue | |
Nov 18, 2020 3:39 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Nov 18, 2020 3:39 pm | Chris_McElligottPark | Status | new => resolved |
Nov 18, 2020 3:39 pm | Chris_McElligottPark | Resolution | open => fixed |
Nov 18, 2020 3:39 pm | Chris_McElligottPark | Fixed in Version | => 2.634 Multiplayer Solidification |
Nov 18, 2020 3:39 pm | Chris_McElligottPark | Note Added: 0059662 |