02-22-2010, 02:52 PM
(This post was last modified: 02-22-2010, 02:55 PM by RKDmitriyev.)
I don't quite understand the desync issues myself.
As well as I can understand it, desync is caused when there's just too much data that has to be synchronized by the server. Different computers are running their own "version" of a multiplayer game. It's up to the server to sort out any contradictions that result. That's why you sometimes see soldiers "skipping" a few meters. The server must "synchronize" the different games being played, and sometimes men or vehicles have to be moved around.
When the server is forced to synchronize too much data...well, it can't, hence de-synchronization or desync.
It seems to me that we encounter more desync problems with WGL missions. I surmise that this is due to WGL's improved AI and other features. Or maybe WGL missions tend to be more complicated than FDF/BAS missions, or both.
Mission design is clearly a factor in causing lag. Too many units placed and too many triggers will lag up the mission.
I believe Marto commented that there must have been too many triggers in his mission. That would make sense. I opened up his CiA Attack in the editor, and observed that there were 42 triggers placed. Compare with Operation Gorod, which went flawlessly: that one had only 9 triggers. I also observed that it had only half as many unit groups.
Now, it can't be that 42 triggers always causes desync, though. I happened to take a look at the Shack Tactical Nogova Virus mission. That one has 41 triggers. But Nogova Virus is only for 5 players, and there are very few units placed at start. If someone made a 20-player version, all slots were filled, and lots of units were placed in the editor, I bet it would desync.
Also, I noticed that there were no desync problems in CiA Attack till the shooting started, yet presumably there was always the same number of triggers updating. I bet the fancy WGL combat AI kicked in and pushed the server over the limit in having to synchronize too much stuff.
But mission design doesn't seem to be the only cause of desync. Sometimes the server just seems to be having a bad day. When I was testing my ornery little brat of a mission, sometimes it would get completely sucked into desync hell and crash the server within two minutes. Other times, everything would go fine. ???
EDIT: This post was written without seeing Zwobot's post above. It seems that Zwobot has noticed the same thing regarding mission design and lag.
As well as I can understand it, desync is caused when there's just too much data that has to be synchronized by the server. Different computers are running their own "version" of a multiplayer game. It's up to the server to sort out any contradictions that result. That's why you sometimes see soldiers "skipping" a few meters. The server must "synchronize" the different games being played, and sometimes men or vehicles have to be moved around.
When the server is forced to synchronize too much data...well, it can't, hence de-synchronization or desync.
It seems to me that we encounter more desync problems with WGL missions. I surmise that this is due to WGL's improved AI and other features. Or maybe WGL missions tend to be more complicated than FDF/BAS missions, or both.
Mission design is clearly a factor in causing lag. Too many units placed and too many triggers will lag up the mission.
I believe Marto commented that there must have been too many triggers in his mission. That would make sense. I opened up his CiA Attack in the editor, and observed that there were 42 triggers placed. Compare with Operation Gorod, which went flawlessly: that one had only 9 triggers. I also observed that it had only half as many unit groups.
Now, it can't be that 42 triggers always causes desync, though. I happened to take a look at the Shack Tactical Nogova Virus mission. That one has 41 triggers. But Nogova Virus is only for 5 players, and there are very few units placed at start. If someone made a 20-player version, all slots were filled, and lots of units were placed in the editor, I bet it would desync.
Also, I noticed that there were no desync problems in CiA Attack till the shooting started, yet presumably there was always the same number of triggers updating. I bet the fancy WGL combat AI kicked in and pushed the server over the limit in having to synchronize too much stuff.
But mission design doesn't seem to be the only cause of desync. Sometimes the server just seems to be having a bad day. When I was testing my ornery little brat of a mission, sometimes it would get completely sucked into desync hell and crash the server within two minutes. Other times, everything would go fine. ???
EDIT: This post was written without seeing Zwobot's post above. It seems that Zwobot has noticed the same thing regarding mission design and lag.
R. Kurtz "Koortz" Dmitriyev
My methods have become "unsound."
My methods have become "unsound."