TheYellowArchitect / doubledamnation

Exclusively Co-Op Metroidvania with Movement as smooth as Smash Bros Melee
GNU General Public License v3.0
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Client Monsterkill Desync #33

Open TheYellowArchitect opened 2 years ago

TheYellowArchitect commented 2 years ago

This tends to happen on very low pings (e.g. 0~10) But there must be edge-cases not needing the above requirement.

Just think of mage killing an enemy 2 frames before the warrior. Or at greater desyncs (real desyncs), mage killing an enemy by mistake and gaining 1 mana, but host does not get that 1 mana, nor is the enemy killed on his screen.

This should be detected and cause a desync, just like health causes desync if client takes damage before host.