Technical solution to eliminate desync in single-player sessions
" who cares how it works. it still desyncs all the time :9 but what do i care :) @Stodderkonge
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" That isn't a rebuttal. I said that you do play some parts of the game on the server. What I also said is that some parts of the game are played on both the server and your client to make the game feel more responsive. Your client does not need authorization before your character can take each step, your character does not need authorization to attack and here's some examples of that:[/quote] The point was that the step doesn't count unless the server retroactively okayed it. The attack doesn't count unless the server retroactively okayed it. Playing the animations the client already does, it knows how to do all the actions, and displays them, but it has to call back for any of it to count. The proposal offers a possible way to allow the server to retroactively correct it's state, instead of forcing the client to play catch-up with the server all the time. Not that any of it matters, the devs disagree with the premise. |
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" ROFL I was thinking the same, shit just got real! What's funny is that OP was extremely civilised throughout this whole thread I think (I read almost all of it but maybe I missed something)... but the moment a dev set foot on the thread he went all "agressive muthafuka mode ON". ROFL. Popcorn here too bro. IGN: ZiggyStar Last edited by ZiggyStar#0834 on Nov 18, 2013, 6:14:58 PM
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I'm offended that Mark_GGG would reply in such a way that was clearly some copy-pasta that indicated a gross misunderstanding of the entire desync situation. Even the link he pasted does not work.
The community as a whole is extremely passionate about getting desync solved. I spent numerous hours gathering the information and proposing a proven solution that works. It's clear that desync will not get fixed due to sheer ignorance at this point. Last edited by qwave#5074 on Nov 18, 2013, 5:22:58 PM
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"NThe client would need to send everything it already does, as well as a lot of extra data about monster rolls in combat/ai and so on that it currently doesn't. By definition, that's more. "Chris has already posted in other threads why that's not desirable. We really don't want to do this. "Yes it does. When you perform a skill, that happens on the client immediately, and on the server as soon as it receives that input. The client doesn't handle damage, but it does do pathing, targeting, and so on, so that we can have immediate feedback on what you're doing (as discussed in chris's post), as opposed to giving an input and then waiting for the server to tell us we've started the skill. I have been writing the skill code that executes and does calculations on the client and on the server for nearly three years now. If the client is a dumb terminal that does no calculations, then probably half the work I've done in that time never happened. "I have read your proposal (but not the entire thread yet, so may have missed some later updates to it. However, I have been working on skills and fixing thei bugs with them that cause sync issues for some time now, and based on your comments here you have some misunderstandings about the way PoE works under-the-hood with regard to client-server communication. I am not an expert in the field, and my contributions are limited to stuff where skills operate differently on client and server because of bugs (for example, the check for an action being executed from too far away was happening a second time ont he client in some cases of charging rhoas - fixing that reduced the amount they got out of sync by quite a lot). "Pathfinding and targeting all occur on the client, as well as simultaneously on the server. In the case where they disagree, the server is treated as authoritative because it can be trusted, but those things all still happen on the client, and mostly they agree with the server, and don't get corrected. Last edited by Mark_GGG#0000 on Nov 18, 2013, 7:08:44 PM
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" Oh naw he di-int! Someone'sa bout to get served. Who will it be? Only Randy Marsh knows. Current IGN: TheBearerOfLight
Gizoogle Chris: "Da State of Exile muthafuckas axed mah crazy ass ta post a reminder dat they podcast is dis weekend, as usual. It aint nuthin but tha nick nack patty wack, I still gots tha bigger sack." |
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I, for one, don't know and don't care how the game network is coded. As a simple user, I have issues during gameplay, issues that I haven't encountered in other games (desynchronization).
I wish the devs would fix it instead of giving explanations on why it's not working... |
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" The server would use the same deterministic seed to reproduce the client's interaction without the client needing to inform it of this extra data. That's the entire point of the seed in the first place. The server is able to reproduce the client's state without the client providing the full state. " Not true, the skill does not 'happen immediately'. It must perform a full round-trip to receive the results of the skill. This is because the client does not have a deterministic seed to produce the same simulation as the server. The client does not have the intelligence to perform the same simulation. Again, you are not understanding the architecture. " There should not be any synchronization issues in the first place. The client should be using a hash to reproduce the same state. The server does not need to do constant sanity checks, it only needs to do a single sanity check at the end of the session using the deterministic snapshot history. If you think that you are fixing desync issues by modifying the skill code, you are traveling down the wrong path. The desync has absolutely nothing to do with your skill code, so why would you even remotely suggest that? Mark_GGG, this architecture is in the 'dark ages' of network synchronization. Please explain to me why the client cannot use a deterministic hash to generate a valid state without the server's authoritative response. Last edited by qwave#5074 on Nov 18, 2013, 5:35:02 PM
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I too wonder about the self-confidence that outright brushes off one of the most verbose and demonstratively knowledgeable developers of the game as not fully understanding how the very same game works.
Have you made a cool build using The Coming Calamity? Let me know!
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" I don't know why you are trying to argue the toss with someone who has far more experience in how the game works, if he tells you that you are wrong about these things you can bet yout bollocks that he's right about it, your problem is that your to thick to realize the problem with you "bright" idea and refute anything that anyone might say because you couldn't possibly be wrong....welp, you are...totally. Ancestral Bond. It's a thing that does stuff. -Vipermagi He who controls the pants controls the galaxy. - Rick & Morty S3E1 Last edited by lagwin1980#2224 on Nov 18, 2013, 5:32:58 PM
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