Imarok Posted March 25, 2016 Report Share Posted March 25, 2016 (edited) Is the "out of sync" error still a "known issue"? To me it seems like all tickets concerning this matter are closed. Nearly every second game I play with friends and AI someone gets an out of sync... Edited March 25, 2016 by Imarok It was late ^^ Quote Link to comment Share on other sites More sharing options...
scythetwirler Posted March 25, 2016 Report Share Posted March 25, 2016 What version of 0 A.D. are you playing? We've had issues of OOS games with AI through normal play in some of our older versions. 1 Quote Link to comment Share on other sites More sharing options...
sanderd17 Posted March 25, 2016 Report Share Posted March 25, 2016 @Imarok did you modify the game in some way, or install a mod? Quote Link to comment Share on other sites More sharing options...
av93 Posted March 25, 2016 Report Share Posted March 25, 2016 You have the same game version? Quote Link to comment Share on other sites More sharing options...
Imarok Posted March 25, 2016 Author Report Share Posted March 25, 2016 We all have the Vanilla Alpha 19 downloaded directly from the 0ad homepage Quote Link to comment Share on other sites More sharing options...
mimo Posted March 25, 2016 Report Share Posted March 25, 2016 And does the OOS happens when somebody rejoins ? if yes, that's normal in the sense that rejoining with AI is not yet supported, i.e. the state after deserialization is not exactly the same as the one before. Quote Link to comment Share on other sites More sharing options...
Imarok Posted March 25, 2016 Author Report Share Posted March 25, 2016 I think mostly it was after somebody rejoined. (If I'll get one without rejoining I write here again) Are there plans to implement rejoining with AI? Maybe for Alpha 20? Quote Link to comment Share on other sites More sharing options...
mimo Posted March 26, 2016 Report Share Posted March 26, 2016 Having plans is not what make these features implemented. It will be only when someone finds the time to do it, but certainly not a20 which is being finalized. 1 Quote Link to comment Share on other sites More sharing options...
elexis Posted March 26, 2016 Report Share Posted March 26, 2016 If you play multiplayergame with AI it will with 95% certainty be OOS, because the serialization of the AI has not been implemented (so do 1v1 or join the lobby and play with humans) or never rejoin (never become disconnected) when playing with the AI. Also if you run into this situation, rejoinig again "refreshes" the current state (still not really useful as its broken after one or two seconds again). 1 Quote Link to comment Share on other sites More sharing options...
Imarok Posted March 26, 2016 Author Report Share Posted March 26, 2016 There seems to be no ticket for this. Should one be created? I would help implementing this. I can code in C++, but I have no experience with the 0AD project. So I don't know, if I would be a great help... Quote Link to comment Share on other sites More sharing options...
Lion.Kanzen Posted March 26, 2016 Report Share Posted March 26, 2016 @Imarok this guide se can be useful http://trac.wildfiregames.com/wiki/GettingStartedProgrammers http://trac.wildfiregames.com/wiki/Coding_Conventions http://trac.wildfiregames.com/wiki/CodeQuality you can ask to devs : 0 A.D. Development IRC Channel: #0ad-dev on QuakeNet (logged at http://irclogs.wildfiregames.com). Quote Link to comment Share on other sites More sharing options...
mimo Posted March 27, 2016 Report Share Posted March 27, 2016 elexis: your statement is a bit misleading. AI serialization is implemented (and works fine on singlePlayer games), but it is not fully "reproducible" in the sense that the state after serialization is not exactly the same as the one before. And your percentage also is misleading: playing multiplayergame with AI should have 0% chance to be OOS if you don't need to rejoin, and 100% when you rejoin. imarok: yes, please, create a ticket. If you are willing to have a look at it, that would be great. I see 2 possible ways to work this out: - 1) make the AI serialization fully "reproducible". That's only Javascript code as all the AI is scripted. I know a few places where the code needs to be changed (so i could either guide you or try to implement it myself when i have time), but that's certainly not all what is needed to be changed, so further JS debugging would be needed. - 2) when a player rejoins with AIs, we could force an AI serialization/deserialization for all players. That should be mainly c++ code. But that may be just a temporary hack, as 1) would make it useless. 2 Quote Link to comment Share on other sites More sharing options...
Imarok Posted March 27, 2016 Author Report Share Posted March 27, 2016 (edited) I've created a ticket. This is my first ticket, so I hope I did everything right @mimo I would do it when you guide me, but wouldn't it the same effort for you to guide me then implementing it yourself? Edited March 27, 2016 by Imarok Quote Link to comment Share on other sites More sharing options...
mimo Posted March 27, 2016 Report Share Posted March 27, 2016 As i said, there are a few places where i know that the code has to be changed (and these i could do easily), but i'm pretty sure this will not be enough and that we will have to track all the possible remaining sources of differences (as some values which have been cached or whatever), and this could possibly need quite some time and tests. Quote Link to comment Share on other sites More sharing options...
seeh Posted November 25, 2022 Report Share Posted November 25, 2022 (edited) maybe it has something to do with my new mod. I don't know. e.g. it do maybe to many read operations from the disk, when game getting large (i created a issue for that). I'll check it out. in any case. How to read this message? "Players defc0n(1672) ... differs from the host? Means it defc0n was host in this game? Probably yes. And my game is different. oos_dump.txt 2022-07-26_0001.zip oos_dump.dat Edited November 25, 2022 by seeh Quote Link to comment Share on other sites More sharing options...
Stan` Posted November 26, 2022 Report Share Posted November 26, 2022 You need his oos log as well to check 1 Quote Link to comment Share on other sites More sharing options...
Silier Posted November 26, 2022 Report Share Posted November 26, 2022 (edited) Disable your mod and then run replay, also you should have the same mods as replay is using. Edited November 26, 2022 by Silier 1 Quote Link to comment Share on other sites More sharing options...
seeh Posted November 26, 2022 Report Share Posted November 26, 2022 (edited) 1 hour ago, Silier said: Disable your mod and then run replay, also you should have the same mods as replay is using. this error not happens by playing replay. was when i was observer. By the way, it didn't even happen last night. I have a good feeling now. hope it stays that way. Edited November 26, 2022 by seeh Quote Link to comment Share on other sites More sharing options...
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