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[Bug]: Desync errors since 14.0 #12502
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Would you have a savegame from either the server or client from just before or just after a desync? And when abouts do desyncs happen .. after 10 minutes? an hour? 10 hours? Just always randomly? |
I'll work on getting some debug data today. Here's a dump of the log's to get an idea for timing (grep'd for desync)
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Here's an archive of autosaves around the time of the logs above. These aren't very granular - they take place every game year. https://drive.google.com/file/d/1oDIOQARxFymHg8joq0zA0PtSkkPHuGu9/view?usp=sharing Edit: adding timetstamps
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Got one. Logs during this time:
These two
First
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Few more requested
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Dumps around 19:23
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Been doing some replays (with the excellent desync docs). Desyncs happen without cmd at Bisect to the first savegame that causes a desync (not all games are run with both cmdf enabled or disabled)
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Another desync occurred @
Log entries...
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So, the problem seems to be a bit more mysterious: When doing a full reply, about 50% of the time it desyncs. Yes. I run the exact same command over and over, and it seems to be a coin flip whether it desyncs or not. When looking at the savegame, I observe one of two states. Either the savegame is identical (minus some gamelog stuff etc ofc), or chunks like VEHS have their vehicle order different. It seems, but JSON is hard to compare, that all VEHS are in there, just on other indexes. The weird part .. those saves that desync are identical to each other again. So what I observe is a superposition: when observed the game takes on one of two states. This does also rhym with the other observations, why there are cmdf in the logs about InsertOrder and StartStopVehicle. Those should not be possible really. But assuming my observation is right, it indicates the client and server do not agree on what index a vehicle has. You would expect players to also notice this, as their vehicle is not starting, and their order is not being added. But those reports have not been seen yet. Lastly, replaying later savegames do get in this superposition less and less often. Af5c0 for example never flips to other state after 20+ runs. And af5e0, 32 ticks later, only seems to hold the other state (so af5c0 and af5e0 are always different, but consistently so. Which can't be said about for example adac0) This might be totally unrelated to the desync, and just be an observation issue. But it is highly suspicious. |
I am a client on Reddit #1 whom gets these desyncs. Let me know if I can assist. Windows client |
Resolved by #12512 |
Version of OpenTTD
14.0 Linux Generic AMD64 running in Ubuntu 22 Container
Expected result
No Desyncs
Actual result
Sporadic desyncs from players. Usually affects multiple players at once, not all however.
Steps to reproduce
This is happening on Reddit Server 1
Config is https://gitlab.com/reddit-openttd/server1/-/tree/main/src/config
No GRF's loaded
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