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Serialize orders for all clients #20486

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merged 3 commits into from Nov 27, 2022
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pchote
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@pchote pchote commented Nov 27, 2022

Fixes #20478.
Supersedes #20479.

This implements a cleaner solution that more closely matches the behaviour before the orders rewrite.

@pchote pchote added this to the Next release milestone Nov 27, 2022
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Didn't spot any issues

@abcdefg30 abcdefg30 merged commit 06edc3d into OpenRA:bleed Nov 27, 2022
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dnqbob commented Nov 28, 2022

I haven't try it yet, but do you test this on https://github.com/ABrandau/Shattered-Paradise-SDK/tree/Sync-test2?

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dnqbob commented Nov 28, 2022

Also there is a thought:

We can also drop the generation code serialization in #20084, becuase we now make all client serialize/deserialize order, @abcdefg30

We did not serialize (and deserialize) the actor generation and thus did not send it over the network with the orders. Since our network changes, orders are no longer serialized and deserialized for the client issuing them.
That means that an order can be send with a target that is or becomes invalid for the local client (due to the generation changing), but remains valid for other receiving clients (since they do not know about the generation change). Obviously having one client with an invalid target while the other one(s) have a valid target does not play well with syncing.

If this fix is not enough, we can always fall back to just serializing and deserializing local orders again.

Now we basically fall back to just serializing and deserializing local orders again, right? maybe other related PRs can be also closed/reverted due to this PR.

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This is more meant as short term fix, in the long run the local orders shouldn't be serialized and deserialized.

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dnqbob commented Nov 28, 2022

Then I will reopen #20479.

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Desync related with issueing an order to actor that will be not in world at the end of the frame
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