Multiplayer in 0.7.5 desync/disconnection
SmileOnSpeedDial
Member
in Bug Reports
Castle story multiplayer in a medium - high latency match (>250 ping) will desync
the higher latency player after ~ 2 to 10 minutes resulting in a technical disconnect.
Reproduction:
-Host a multiplayer match of any type.
-Have a player join with >250ms ping.
-Play the game.
-Wait.
You (the player with >250ms ping) will stack on desync until you've hit roughly a 5 second desync.
Compare the wave timer to log your current desync.
Once you've reached roughly a 5 second desync you will soft disconnect.
By soft disconnect I mean you will maintain a connection to the game but only partially.
You will stop sending data to the server and you will only receive around 40 bytes per second.
All in game characters will stop/run in place.
However, you're still connected to the server - if the host of the server closes the server the soft disconnected client will register the host's actions.
Tested:
0.7.5.4c45 (1260, 14, 2)
Host OS: Windows 7 Ultimate
>250ms ping player: Windows 10 Pro (v.1551 ; b.10586.494)
Tested on Steam client & Running straight from executable.
the higher latency player after ~ 2 to 10 minutes resulting in a technical disconnect.
Reproduction:
-Host a multiplayer match of any type.
-Have a player join with >250ms ping.
-Play the game.
-Wait.
You (the player with >250ms ping) will stack on desync until you've hit roughly a 5 second desync.
Compare the wave timer to log your current desync.
Once you've reached roughly a 5 second desync you will soft disconnect.
By soft disconnect I mean you will maintain a connection to the game but only partially.
You will stop sending data to the server and you will only receive around 40 bytes per second.
All in game characters will stop/run in place.
However, you're still connected to the server - if the host of the server closes the server the soft disconnected client will register the host's actions.
Tested:
0.7.5.4c45 (1260, 14, 2)
Host OS: Windows 7 Ultimate
>250ms ping player: Windows 10 Pro (v.1551 ; b.10586.494)
Tested on Steam client & Running straight from executable.
Comments
We observed bricktrons teleporting once or twice which we chalked up to the server resyncing the clients with their actual position. Seems to be resolved! Thanks for the quick fix guys.