Simulation getting out of synch between players?

Discussion in 'Support!' started by jaakkos, June 18, 2013.

  1. jaakkos

    jaakkos New Member

    Messages:
    1
    Likes Received:
    0
    I'm not sure about this, but sometimes I feel that the game might look different to different players. Has anyone else noticed? I will continue testing...

    In my previous game for instance, it appeared according to the chat, that my opponent thought I got killed (and he was out to finish the last AI), while on my computer I actually won.

    Are there measures in place to prevent this from happening?

    I've written an RTS of my own once, where the simulation was a deterministic state machine, but very subtle bugs could eventually break the determinism between clients :)
  2. asgo

    asgo Member

    Messages:
    457
    Likes Received:
    21
    That shouldn't be possible, due to the client server model there is only one simulation state that couldn't really diverge for different players. Loss of connection, longer delays than other players are possible, but I think that's about the maximum difference you should get.
    Last edited: June 18, 2013
  3. Whinis

    Whinis New Member

    Messages:
    8
    Likes Received:
    0
    Since everything is on the server noone should technically get out of sync, however I believe there is a current bug where the server runs faster than clients so you must press the (end) key to catch back up to the server every now and then.
  4. neutrino

    neutrino low mass particle Uber Employee

    Messages:
    3,123
    Likes Received:
    2,687
    Only if you are looking at different times. Desync is not possible for real.

Share This Page