View Issue Details
ID | Project | Category | Date Submitted | Last Update | |
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0024767 | AI War 2 | Bug - Gameplay | Apr 29, 2021 4:08 pm | Apr 30, 2021 9:53 am | |
Reporter | greyhoundgames | Assigned To | Chris_McElligottPark | ||
Status | resolved | Resolution | fixed | ||
Product Version | Beta 2.811 Brief Beta For Balance | ||||
Fixed in Version | Beta 2.813 Golem Relations | ||||
Summary | 0024767: Multiplayer is out of sync a lot | ||||
Description | The latency is fine, measured by causing a change and seeing it happen instantly. However the ships are way way out of sync. For example I the host see a wave come in and i've already destroyed it and my friend thinks the battle is still raging on. | ||||
Tags | No tags attached. | ||||
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Does that seem to last about 64 seconds, and then it fixes itself? |
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Thanks! * Fixed an inversion of boolean logic with Network_FrameToStartAnyProcessing on ships, which may have been one cause of ghosts; it's hard to be sure. * Updated multiplayer clients to track how long it has been since they have heard from the host to be based on the number of sim cycles rather than using realtime OR game time. ** Doing it via gametime would have adverse effects with regard to the fact that things take realtime. But using realtime like we had been doing had adverse effects if the simulation got paused for a bit waiting on something. For instance, we don't want a temporary network outage to cause the client to suicide all units and then have to rebuild them. ** The method of using sim steps as the count (each one is approximately 100ms) lets us be far more granular with our checking, because we know that communications must be open for these to be progressing, and yet it is also game-speed-independent. ** Based on this, all the things that say "it's been x amount of time since this unit was touched by the server" are based on this metric rather than actual realtime (which is what it was before). ** Also based on that, we now have it set to murder ghosts after 4 seconds, rather than 60 seconds (curiously, it actually turned out to usually be 64 seconds. |
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Ill make a new bug if this shows up again. |
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Seems much better on the beta branch. Ill open a new task if it comes back. The game is new so theres also a lot less units. |
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Awesome! |
Date Modified | Username | Field | Change |
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Apr 29, 2021 4:08 pm | greyhoundgames | New Issue | |
Apr 29, 2021 4:08 pm | greyhoundgames | File Added: multiplayerstats.png | |
Apr 29, 2021 5:12 pm | Chris_McElligottPark | Note Added: 0061266 | |
Apr 29, 2021 7:58 pm | Chris_McElligottPark | Assigned To | => Chris_McElligottPark |
Apr 29, 2021 7:58 pm | Chris_McElligottPark | Status | new => resolved |
Apr 29, 2021 7:58 pm | Chris_McElligottPark | Resolution | open => fixed |
Apr 29, 2021 7:58 pm | Chris_McElligottPark | Fixed in Version | => Beta 2.813 Golem Relations |
Apr 29, 2021 7:58 pm | Chris_McElligottPark | Note Added: 0061271 | |
Apr 29, 2021 8:33 pm | greyhoundgames | Note Added: 0061272 | |
Apr 30, 2021 1:35 am | greyhoundgames | Note Added: 0061282 | |
Apr 30, 2021 9:53 am | Chris_McElligottPark | Note Added: 0061286 |