help with mp game oos desync

keldath

LivE LonG AnD PrOsPeR
Joined
Dec 20, 2005
Messages
7,578
Location
israel
hello all,

i need help from anyone who knows how to solve oos desync in multiplayer,

plz ,

me and mrgenie aremaking our mod,

and we stumbled on a desyncronization on multiplayer game.

we have some theories why is happening but we would appriciate any help

offered here.

mrgenie belives its caused due to xml errors,
and i say its due to inncorrect pyhton encoding,

any suggestions anybody?
 
keldath said:
hello all,

i need help from anyone who knows how to solve oos desync in multiplayer,

plz ,

me and mrgenie aremaking our mod,

and we stumbled on a desyncronization on multiplayer game.

we have some theories why is happening but we would appriciate any help

offered here.

mrgenie belives its caused due to xml errors,
and i say its due to inncorrect pyhton encoding,

any suggestions anybody?

The only way that OOS errors happen from XML, that I know of, is if the XML files on both of the computers are different. If they're the same, the only way OOS errors should happen is with improper python or sdk code.

One thing I would recommend is turning on the synchronization logging (check the ini file). Then, see if there are differences in these logs when you go OOS. If you see a difference (such as a random number being generated on one computer, but not on another) then you might be able to pinpoint the problem.

Most of the time, though, you just want to be very careful about what you do and what's going on in the game so when the OOS does happen, you know exactly what is happening when it did. If it happened when you attacked a unit, or when a unit dies, check those scripts. In my experience, the main thing to look for is using getActivePlayer incorrectly.

Check out this player for more on getActivePlayer problems:

http://forums.civfanatics.com/showthread.php?t=174792&highlight=multiplayer
 
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