Dedwinia
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- bert_the_turtle
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New build (svn838) is up for Mac, Windows and Linux. Fixes this bug and allows you to IP-range-ban DEMO users while keeping authenticated players unaffected (the system is a bit bugged and doesn't recognize beta versions as Windows versions currently and you can't IP-range-ban authenticated users like the documentation claims.)
I got a sync error.
I know I was playing with Tricky, and a demo player who never set his name. It was a rocket riot game on the Second Beginning. The sync error occurred at 16:27 (4:27, EDT)
Its right here
EDIT: I forgot the server name, sorry. The game resumed after tricky left, but I left anyhow.
I know I was playing with Tricky, and a demo player who never set his name. It was a rocket riot game on the Second Beginning. The sync error occurred at 16:27 (4:27, EDT)
Its right here
EDIT: I forgot the server name, sorry. The game resumed after tricky left, but I left anyhow.
- bert_the_turtle
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May I ask what purpose the sync info does?
Or maybe I should ask for an explaination of what desyncing is in Multiwinia and it's causes.......
I was under the impression that it was caused by packet jumble aka out of order packets and such. So kind of ignored the whole issue.
Or maybe I should ask for an explaination of what desyncing is in Multiwinia and it's causes.......
I was under the impression that it was caused by packet jumble aka out of order packets and such. So kind of ignored the whole issue.
"Now, stop being a douche to the newbie, and run along."
xander
xander
- bert_the_turtle
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Out of order packets are reordered by the clients, they're handled just fine, and for any given time, all clients are guaranteed to have received the correct game history. No, sync errors happen when clients disagree on the game state at a given time. To conserve bandwidth, this check is done via a one byte checksum over the gamestate the clients send to the server in every ack packet. The server then compares these checksums, and on disagreement, triggers the sync error message. The sync logs that are produced then contain the full game state, and if all are collected, the reason for the sync error may be found.
New build is up for Non-Macs, svn858. It adds a LogPing command logging connection stats to the event log and fixes the event log CLIENT_QUIT message reasons. The included python scripts got some love, too, they now use a general purpose event log parser.
New build is up for Non-Macs, svn858. It adds a LogPing command logging connection stats to the event log and fixes the event log CLIENT_QUIT message reasons. The included python scripts got some love, too, they now use a general purpose event log parser.
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