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Crashes, desync, disconnects

Discussion in 'Patch & Reforged Discussion' started by micca, Mar 15, 2020.

  1. micca

    micca

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    We've been having some serious desync issues lately. When we were playing hellhalt for example at random point it just desynced with defeat screen. And it happens in most maps we try.

    Also every time I join a game for the first time in a day, it disconnects me out of bnet.

    Custom games are pretty much unplayable at this point.

    Do blizzard know about this and just dont care or what is going on?

    Instead of bringing new patches that break more things than fix, they should focus on the infrastructure of the servers.
     
  2. DracoL1ch

    DracoL1ch

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    desync is not about servers fyi
     
  3. deepstrasz

    deepstrasz

    Map Reviewer

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    Wouldn't hurt to link the maps. Most is not all. Maybe they can learn from testing the maps themselves.
    What else helps are replays and video recordings.
     
  4. micca

    micca

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    Will soon make a video of all our latest crashes.
     
  5. micca

    micca

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    Ok so here is the video summarizing all of our recent crashes.
    The audio is not in english, but it shouldn't matter.

    Important note is that all of the maps here sometimes works fine and we can finish them, sometimes it just crashes. Except the space orcs one, we've never played that before.
     
  6. xxxhs

    xxxhs

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    Thank you for sharing the video, I too as well do occur few crashes every now and then from playing a custom map "MineralZ" however there has been times where the game when fantastic with a few buddies.
     
  7. Blarto

    Blarto

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    Confirmed:
    I traced down two lines of of confirmed desyncs related to Reforged x Classic cross play
    - GetLocationZ / vjass missiles (some GUI missiles too, xefx, Missile library) AND "steep cliffs" or Reforged platforms. Steep cliffs are hills that go beyond what warcraft3 editor allows normally (but still fine and playable). Reforged renders steep cliffs slightly differently thus GetLocationZ returns different values which will desync code relying on those values. Same priciple applies to reforged platforms (they have different Z values)
    - Bridges (Blizzard fixed it). Probably pathing caused X/Y values to shift somehow. which causes desync if something flies over them
    More info found here if you can ignore the arguing about the useless details ->Reforged - [DESYNC] - 2 Possible causes found

    After resolving the issue, our map no longer desyncs (for almost 1 month now, fingers crossed).

    Speculation:
    - Another hypothetical desync might be related to TriggerSleepAction + the way frames are handled. New rendering engine might expire TriggerSleepAction differently based on frame rate and not sync them properly back (netcode changed due to bot software? who knows..)

    Recommendation:
    Do not use reforged mode to confirm desyncs happen only in reforged mode (with some using classic mode, which is actually what causes the desync), and if they do, the map maker has to remove all GetLocationZ's and probably TriggerSleepActions (and also probably TriggerTimed events/actions.. NOT TIMERS, those are fine). Map maker should use "classic model" custom walkable platforms whenever possible instead of stock Blizzard provided ones.

    Conclusion:
    We are F.ducked.