Closed 6AKU66 closed 3 months ago
The replay files also differ:
Does this only happen when Lua-based AIs are controlled by the player that self-d their commander?
Does this only happen when Lua-based AIs are controlled by the player that self-d their commander?
It's was just me and Lexon. No any AIs. Lexon's IGN name is ScavengersDefenseAI.
Does this happen if the com was destroyed by enemy fire or just with the self-d?
A Commander death triggers a KillTeam call, which is handled by the clients, not the server (not sure why, but it is.) So it seems the clients made the KillTeam call happen on different frames.
Does this happen if the com was destroyed by enemy fire or just with the self-d?
I triggered self-d in commander. No enemy fire.
Can the desync be recreated by using enemy fire instead of a self-d? It would help us get a better understanding of where the desync is.
I think it's can, but self-d option allowed me don't move commanders at all, so my intention was less noise. And i think in real matches this desync happening exactly with enemy fire involved.
I guess something happened here. Also i think this is could be a precursor. It's only happened on Lexon side before desync.
[t=00:04:15.403795][f=-000001] [Initial Spawn] manual spawning based on positions chosen by players in start boxes [t=00:04:25.444335][f=-000001] Error: [GameEnd] lost connection to server; terminating game [t=00:04:25.444853][f=-000001] EndGame Graph disabled [t=00:04:25.447600][f=-000001] Input grabbing is disabled!
The point I'm trying to make is that self-d coms has special code and conditions - that may be why the desync happens, which is why I asked if the desync can be reproduced via other means, like the com being killed by enemy fire. So that the moment, the answer is: we don't know.
The point I'm trying to make is that self-d coms has special code and conditions - that may be why the desync happens, which is why I asked if the desync can be reproduced via other means, like the com being killed by enemy fire. So that the moment, the answer is: we don't know.
Would like to see a version with commander killing another commander via attacking?
@marcushutchings Wait, actually during testings AKU and Lexon was killing commanders with testnuke and we managed to get a desync.
Here a video with killing via nukes: https://youtu.be/79Y268CJDaw
@6AKU66, I'll look to get a special debug version of the engine to you. Then when you trigger a desync we'll get more information about what is going on.
Desync end report.zip Lexon desync. P.S Bonus, replay from cluster https://bar-rts.com/replays/94b70966c6456c6bb244637ba50f0096
Reproduce steps: Put yourself in one team and another person in another team; Force to lose internet connection for one player during loading to match; Endgame graph should appear on the screen (if didn't repeat again); Reenable your connection; Place commanders, start the game; As soon commander spawned, trigger self-D for commander; As soon as commander dies desync messages should appear.