desynchronisation [Archive] - Team17 Forum

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w0rm
1 Jul 2006, 17:05
well i couldnt find anything about that in google and not in this forum.
my friend forwarded the ports 80, 6667, 17010, 17011, 17012 to his computer in the router menu. everybody can join his game, add teams and everything works fine until the game starts.
we wanted to play a game, so he hosted. i added my team, clicked the light button, he started the game. in the game i opened the chat window, got the message: "player disconnected because of desynchronisation: his_name (his_name)" and then the game ended.
after that we were able to chat in the menu that appears when the game ends (with statistics about the strongest worm who did most damage and so on).
so what can cause desynchronisation?
and is desynchronisation, when a player (or all) dont receive 1 (or more) packet(s) from the other player(s) so that they see different things on their screen?
thanks for the answere

KRD
1 Jul 2006, 18:49
You should both use the latest update. Instructions here: www.nanacide.com/wahelp/

Seita
1 Jul 2006, 18:51
Desynchronization means they see different things (The checksum calculated from the state of the game is different for both players).
Desynchronization on game start can be due to a game setting that has not been "seen" by the other player. This used to happen to me a lot because of slow frontends, each time the host changed a setting before I managed to load the host/join screen, when rematching.

w0rm
1 Jul 2006, 18:57
You should both use the latest update. Instructions here: www.nanacide.com/wahelp/
we used the same patch & update (it happens almost always when he hosts in wormnet, to almost every player)
Desynchronization means they see different things (The checksum calculated from the state of the game is different for both players).
Desynchronization on game start can be due to a game setting that has not been "seen" by the other player. This used to happen to me a lot because of slow frontends, each time the host changed a setting before I managed to load the host/join screen, when rematching.
he didnt change any settings in a short time before the game started

Seita
1 Jul 2006, 22:28
Could you upload both replays ?

w0rm
2 Jul 2006, 15:38
well we found out that the desynchronisation was caused by a scheme (always when he used that scheme, the desynchronisation appeared, we tried it with another scheme and everything worked fine (also with other players))
thanks to all

KRD
2 Jul 2006, 16:56
The scheme was made with an external editor and contained values the game itself can't handle. Properly updated versions of the game give the host a message saying a desynch is likely once they select a scheme like that.

franpa
2 Jul 2006, 23:43
an example would be in worms 2 you can use a seperate program to extend your ninja rope further then usual... unless the other person has the same change made it will desync immediatly.

Xinos
4 Jul 2006, 16:46
I hate when games disconnect players because of desync. Games should try to fix the syncing instead of aborting everything. (So if a player falls behind he would reload the current happenings)

w0rm
4 Jul 2006, 19:03
So if a player falls behind he would reload the current happenings
thats what worms does.. have you never had this picture with 2 linked pcs and a red blinking cross in the right upper corner? thats called "lag"

Seita
4 Jul 2006, 22:42
Resynchronizing the game is extremely difficult. The game doesn't save current State, but only a number computed from it.

franpa
5 Jul 2006, 01:09
I hate when games disconnect players because of desync. Games should try to fix the syncing instead of aborting everything. (So if a player falls behind he would reload the current happenings)
this does happen already... it only drops out if a) a persons settings are inadequate and b) if a person has some freaky mods made to his copy... if someone has a slow connection it will wait for the other to catch up.

Lex
5 Jul 2006, 20:46
Wow, this thread is crawling with people who don't know what they're talking about (except Seita and, mostly, KRD).
w0rm, if both players are using the exact same version of WA and you are using a saved scheme with no settings changed right before the match begins, this is a bug in WA, and you should upload that scheme in the WA bug report forum for testing purposes. Does it have a non-standard water rise rate or something like that? Some non-standard scheme values are known (yes, by Deadcode also) to be not transmitted to other players properly. By uploading that scheme in the WA bug report forum, it will help to catalogue the values which are not being transmitted properly.

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