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Extreme Bevy 3.5: Detecting Desyncs #37

Open johanhelsing opened 1 year ago

johanhelsing commented 1 year ago

https://johanhelsing.studio/posts/extreme-bevy-desync-detection

axelmagn commented 8 months ago

I ran into a curious issue in the middle of this section when I implemented start_synctest_session (end of "Back to synctest sessions"). When starting in synctest mode, the players are created and then immediately deleted. It happens quickly enough that my logging never registers an existing player during the move_players step.

I suspect that it's an issue with ggrs rollback and how it interacts with synctest, but I'm not familiar enough with the library to say. I also have noticed throughout the tutorial sometimes code from "later" sections sometimes sneak into earlier code snippets (example: definition of GameState in Part 3). So maybe there is some code that I was not meant to include yet.

At any rate, I wanted to give you a heads up, because otherwise I really like this tutorial and I'm glad it exists. I'll probably try to just charge ahead through part 3.5 without trying to pass all the checkpoints. I generally don't upload my tutorial code, but lmk if it would be helpful for repro on your side and I'll set something up. Keep up the good work.