Skip to content

Desync in network play #964

@MaxCWhitehead

Description

@MaxCWhitehead

Description

If I boot up 3-4 clients (4 is more frequent) can pretty easily desync one or multiple of them with simple gameplay.

The client performance is terrible with so many locally, and my ping is high, so this is kind of worst case condition, but something seems to be wrong here. Going to try using some of the ggrs tools to track this down. This is no main without any of my local WIP stuff.

To Reproduce

  1. Boot up 4 clients
  2. Start online match with all 4
  3. Play around, switch between clients, observe desync.

Expected Behavior

No response

Additional Context

EDIT: I reproduced this at ca53ba9 (before package + physics updates), so can probably rule out some of these recent changes. May be a more fundamental issue.

Log Messages

No response

Metadata

Metadata

Assignees

Labels

kind:bugSomething isn't working

Type

No type

Projects

No projects

Milestone

No milestone

Relationships

None yet

Development

No branches or pull requests

Issue actions