Community Patch - Modpack (Multiplayer Compatible)

Okay, we played 4 test games today. For every game the setting was
Quick, Small Map, 2 players + 4 AI, CS + Barbs on

1.: CPP Full 3/9 + EUI, 60 turns - first desync at turn 27 and from there on another desync every 4-6 turns
2.: CP only + EUI 1.28f, 10 turns - desync every 1-2 turns
3.: CP only + EUI 1.28f again, 10 turns - desync every 1-2 turns (same es before)
4.: CP only but this time without EUI, 60 turns - super stable, not a single desync! :woohoo:

@Gazebo:
I saved the logs from all games, just let me know which ones you need.
And do you have an idea already which part of EUI might cause the desyncs? A few EUI-versions ago we played with a modpack (based on VMC v72) for several hundreds of turns without any desyncs at all, so maybe it is one of the recent changes to EUI!


edit: the next thing I want to try is playing a modpack with CP only that was created with the EUI active! (so you don't have to delete any lua-files)

I was getting the same results, except with your 1st point. I was getting a resync every 1-2 turns even then. I'm at turn 198 with my friend right now without EUI, and we have only had 1 desync altogether.

Seems somewhat clear to me now that it's EUI causing the problem. Really missing my EUI, but I'll deal for now. Will upload the log once our game finishes!
 
Oh... turn 198 and only 1 resync!
That's going to be music to Gazebo's ears!

I'm already curious about your results when the game is finished!


edit: You play with CPP Full NoEui, right? Or is it CP only?
 
Oh... turn 198 and only 1 resync!
That's going to be music to Gazebo's ears!

I'm already curious about your results when the game is finished!


edit: You play with CPP Full NoEui, right? Or is it CP only?

We are using the CPP Full NoEUI (Linked on the first page of this thread). I'm sure we'll be done within a day or so. If we could get more people testing with EUI/withoutEUI I'm sure it could only help. It's odd I haven't seen many other people reporting this issue in here...
 
Oh... turn 198 and only 1 resync!
That's going to be music to Gazebo's ears!

I'm already curious about your results when the game is finished!


edit: You play with CPP Full NoEui, right? Or is it CP only?

I'm gonna try this with 2/3 friends with the full non eui version, also desyncs are reloads right or am I forgetting what they are and what the response is ?
 
I was getting the same results, except with your 1st point. I was getting a resync every 1-2 turns even then. I'm at turn 198 with my friend right now without EUI, and we have only had 1 desync altogether.

Seems somewhat clear to me now that it's EUI causing the problem. Really missing my EUI, but I'll deal for now. Will upload the log once our game finishes!

Turn 198 with the full CPP? I'm going to have a beer to celebrate. Maybe 10.

G
 
Okay, we played 4 test games today. For every game the setting was
Quick, Small Map, 2 players + 4 AI, CS + Barbs on

1.: CPP Full 3/9 + EUI, 60 turns - first desync at turn 27 and from there on another desync every 4-6 turns
2.: CP only + EUI 1.28f, 10 turns - desync every 1-2 turns
3.: CP only + EUI 1.28f again, 10 turns - desync every 1-2 turns (same es before)
4.: CP only but this time without EUI, 60 turns - super stable, not a single desync! :woohoo:

@Gazebo:
I saved the logs from all games, just let me know which ones you need.
And do you have an idea already which part of EUI might cause the desyncs? A few EUI-versions ago we played with a modpack (based on VMC v72) for several hundreds of turns without any desyncs at all, so maybe it is one of the recent changes to EUI!


edit: the next thing I want to try is playing a modpack with CP only that was created with the EUI active! (so you don't have to delete any lua-files)

I don't know what EUI changes would cause it. My hunch is that it is either the caching model for data, the increased CPU load for tooltips (many of which call to game, which may or may not call the hosts' PC during a session), or inconsistencies in tooltip data based on client/host changes. I'd report your findings to bc1, though only if you can replicate the problem WITHOUT the CP (i.e. if vanilla civ + EUI MP causes desyncs). Otherwise, he'll probably state that it is an incompatibility with the CP.

Still, if the price of playing the CP+CBP combo is no-EUI, that may be the price you all have to pay. :)

G
 
I play online with vanilla + EUI often. There are occasional desyncs but never 1-2 turns apart.

Is it possible that whatever issues exist are specifically related to the EUI compatibility files?
 
so me and 1 friend got 2 turns in then a resync (full no eui) so I looked quickly at the logs and this pops up often enough to seem like a pattern:
Code:
[56252.906] LeaderHeadRoot: This is the modded InfoTooltipInclude from CBP- CSD
[56252.906] LeaderHeadRoot: Could not find discussing player!
[56252.906] LeaderHeadRoot: Could not find discussing player!

also I noticed a unit going out of sync in the net messaging debug log so I'm assuming there is an underline cause :
Code:
[55306.875] DBG: Unit out of sync. Player=0, Name=Warrior, id=1151, X=15, Y=28
Variable Out Of Sync : CvUnit::m_iEverSelectedCount
 

Attachments

So tried a multiplayer round with the 3/9 CBP pack without EUI (with the .lua for found religion screen removed). Maya seemed horribly dysfunctional; they got none of the Tradition tree buildings, and the bonus Great People from the UA never appeared after selected, but were still listed as already picked by the next Mayan calendar count.
 
so me and 1 friend got 2 turns in then a resync (full no eui) so I looked quickly at the logs and this pops up often enough to seem like a pattern:
[56252.906] LeaderHeadRoot: This is the modded InfoTooltipInclude from CBP- CSD
[56252.906] LeaderHeadRoot: Could not find discussing player!
[56252.906] LeaderHeadRoot: Could not find discussing player!

A similar thing has happened in the last several games I played with my friend on the 3/9 patch. Full CPP no EUI.

I didn't enable logging but we haven't been able to have a game that didn't resync very often.

Edit: we never tried clearing the cache. Might that have helped?
 
A similar thing has happened in the last several games I played with my friend on the 3/9 patch. Full CPP no EUI.

I didn't enable logging but we haven't been able to have a game that didn't resync very often.

Edit: we never tried clearing the cache. Might that have helped?

tried that but same result
 
Civ's netcode is really sensitive to packet loss from ping/jitter/firewalls etc. I'm glad the host switch worked.

G

It is possible to force Civ5's unreliable UDP traffic through TCP instead using VPN software such as OpenVPN or Neorouter. I've not had need of doing that though since I only do multiplayer at LAN parties.
 
It is possible to force Civ5's unreliable UDP traffic through TCP instead using VPN software such as OpenVPN or Neorouter. I've not had need of doing that though since I only do multiplayer at LAN parties.

Are you saying it is possible, or 'is it possible?'

G
 
anyway to improve this as its alright with 2 players but any more and it resyncs after turn 1/2 and most turns after?

Edit : turns out 2/3 of my friends are pretty stable but once we include number 3 it all goes wrong :D any ideas?
 
Back
Top Bottom