Comments (8)
This is bug in ggrs
. I created a bug and a fix for it there (see referenced issues above).
...in other words, we should probably keep this issue open until we've updated to a fixed version of ggrs
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Oh wow, thanks for catching and reporting this. What an oversight!
Comparing only confirmed frames is indeed the answer here.
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this repo now depends on ggrs main, which should fix this issue.
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Yeah, checksums as they are right now only work when there is no ping (or the ping is lower then the input delay), which is almost only the case when testing locally. However, when testing with high ping you get desyncs non-stop because the receiving client is constantly mispredicting and we have to rollback a bunch.
Comparing the checksum of only confirmed frames would fix this?
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Thanks for taking the time looking into this! It does indeed not happen if input delay is higher than ping.
I didn't catch this earlier, since my game breaks on rollbacks due to the regression #63
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The fix is now merged in the ggrs repo, so the issue can be closed here, as well! (unless I am missing something)
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Just wondering if it's good to keep it open until at least the main branch of this repo depends on a ggrs version that works (just for visibility in case this is tripping people up)
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You are right. I was under the impression that the main branch of this repo depends on the main branch of ggrs. At least that was my original intention in the past. It must have slipped through my fingers that we don't do that currently.
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Related Issues (20)
- [Question] How to sync elapsed time since startup among peers? HOT 4
- 3d example, and other questions HOT 4
- Update entity IDs in Children/Parent components on rollback. HOT 2
- Update to Bevy 0.13
- Document idiomatic way to sort rollback related queries
- Synctest session doesn't detect all desyncs that it could/should
- Adding players after p2p session already started HOT 3
- Support synchronizing parts of world state, since Rust isn't deterministic. HOT 7
- Potential Scalability Refactor HOT 6
- Sessions `.with_desync_detection(DesyncDetection::On)` always reports false positives HOT 1
- Integration Tests incorrect HOT 2
- More idiomatic component/resource checksums for float types?
- Adding non-rollbacked children to rollbacked entities break the hierarchy HOT 1
- Sprite Component doesn't get respawned after rollback HOT 5
- panic: `Rollback requested was not created using AddRollbackCommand!`
- When rollbacks happen across entity spawning, desyncs are reported HOT 1
- Despawned entities are not restored HOT 2
- Convenient way to end a session HOT 5
- Checksums are not portable HOT 5
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