**** This was easily triggered by making transports load or unload, but other things could also trigger it. Of course this would cause massive lag and other problems. If we had 3 fleets out of 200 that needed to get quick updates, it was deleting 197 fleets and all the stuff in them. except with the fast sending of partial data. So it had logic in there to delete any fleets that were not included in the update data (since those clearly did not exist on the host). **** But the problem was, this was a general-purpose fleet sync tool that normally synced ALL fleets for a faction. The goal was to have it update fleet data faster after a load or unload of transports, to keep strength numbers accurate. *** Thirdly, and lastly, I added in a rapid-sync function for fleets a few releases back (around when this all started). It would have been more noticeable if it was not for the third issue. **** This was something that was more periodic rather than happening absolutely every frame, and fixing this definitely fixed some errant client explosions, but was not the core issue that was making MP unplayable. When those were sorted by strength, then it would cause an order mismatch on the client and the host, which led to all ships in that fleet line (and probably then a cascade of others) being deleted. *** Secondly, we recently added sorting to the fleet member groups. **** This is probably good for some edge cases, some of the harder to track down ones, but it didn't help the core problem here much. They now add themselves to a new form of central registry, and do a better job of getting killed - or updated - by the host if the client requests a ghost check (hey, is this ship dead for you?). *** Firstly, ships that are suspected of being ghosts on the client are never allowed to just delete themselves if they don't hear back. ** So, overall, there was a three-pronged strategy to fixing this: It also happened for other seemingly-random reasons. I could never really duplicate that on my own machine, but it turns out that loading and unloading transports would cause it instantly to happen. ** The short of the problem was that lots of ships and even fleets would disappear for clients periodically. * Fixed a cluster of three issues that were combining to make one of the most tricky MP bugs in recent memory, and which were also making the game fairly unplayable for MP clients for a week, or a week and a half (time is hard it may have actually been a bit longer, this has been a crazy time and a crazy bug). This is finally fixed, coming next version! Originally posted by x-4000 (Chris McElligott Park):
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