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  • Multiplayer several minute player desync


    mrcatweasel
    • Version: Alpha 21

    Summary: (A short description of the bug)
     

    Game Version: (A21 b324)

    OS/Version: (Windows)

    CPU Model: (AMD Ryzen 7 7800x3D)

    System Memory: (32 GB)

    GPU Model and VRAM: (nVidia RTX 4080 16 GB)

    Screen Resolution: (2650x1440)

    Video Settings: (Ultra)

    Game mode: (MP host)

     

    Did you wipe old saves? (Yes)

     

    Did you start a new game? (Yes)

     

    Did you validate your files? (Yes)

     

    Are you using any mods? (No)

     

    EAC on or off? Both tested

     

    Status: NEW

     

    Bug Description: I am hosting a p2p session (bug occurred while hosting on both steam and gamepass versions). Client connects (gamepass edition) and loads in on their screen before they do on mine (the server recognizes them ex. i can teleport to where they spawned etc, but can't see them). After multiple minutes i get the "Player has joined" prompt at which point i can see the player visually, and they will start acting out the inputs the client gave before i could see them. This of course results in the player being desynced by several minutes on my screen. I am not desynced on their screen, however.

     

    Detailed steps to reproduce the bug:

    1) Host a p2p session (steam or gamepass)

    2) Have gamepass (steam untested) client connect to server

    3)

     

    Actual result: Client can move as normal, but their inputs will only be relayed to the host after a several minute delay, and will never catch up causing permanent desync between movements and actions.

     

    Expected result: The client and host to see eachothers inputs on screen in real time

    Link to Pastebin Output Log: https://pastebin.com/0nJE8Nh8


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    Thank you for reporting.

    I was not able to reproduce this issue in a p2p game with a Steam host and a XBL client.  I have written an internal ticket for it,  so hopefully the cause can be found in the output log.

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    3 hours ago, mrcatweasel said:

    https://privatebin.net/?bf86cddd2de53801#9efPbqXf1TKnnnp1Xb6jWrdjyYo42bzfo98Ju3d1zXHT - Client log (gamepass) couldn't use pastebin because there is too much text, hopefully that link is ok or i can send the file itself

     

    https://pastebin.com/wsYLQUGy - New host log (gamepass) from that same session

    Thank you for the logs.  I have sent it to the assigned programmer.

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    @mrcatweasel

    I got an answer from the programmer.  I hope this could help with your issue.

    First,  did you have the desync in the log you posted yesterday?  Because there seems to have been an error in the first log that is attached to this report,  but not in the log you posted yesterday.

     

    In the log from yesterday,  the log looks mostly fine,  but it seems that your network data is not properly being transmitted.

    There's nothing that can be done to actually solve the issue by the programmer,  but what you could try to at least be able to play would be making sure the host has his router set up to forward the ports (26902/UDP at least, ideally the full range though i.e. 26900/TCP and 26900-26902/UDP) so it can connect directly.

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    @chikorina Yes there was desync in both logs, the exact same issue. I did discover today that the ping of the client was over 160,000, which perfectly explains the multi minute delay.

     

    I do have port 26900 forwarded on both TCP and UDP but not the additional range you just mentioned. I will try that and report back, and thank for your help so far with this.

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    21 hours ago, chikorina said:

    @mrcatweasel

    I got an answer from the programmer.  I hope this could help with your issue.

    First,  did you have the desync in the log you posted yesterday?  Because there seems to have been an error in the first log that is attached to this report,  but not in the log you posted yesterday.

     

    In the log from yesterday,  the log looks mostly fine,  but it seems that your network data is not properly being transmitted.

    There's nothing that can be done to actually solve the issue by the programmer,  but what you could try to at least be able to play would be making sure the host has his router set up to forward the ports (26902/UDP at least, ideally the full range though i.e. 26900/TCP and 26900-26902/UDP) so it can connect directly.

    Worked! thanks

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