• Listen to a special audio message from Bill Roper to the Hive Workshop community (Bill is a former Vice President of Blizzard Entertainment, Producer, Designer, Musician, Voice Actor) 🔗Click here to hear his message!
  • Read Evilhog's interview with Gregory Alper, the original composer of the music for WarCraft: Orcs & Humans 🔗Click here to read the full interview.

Help???

Status
Not open for further replies.
Level 11
Joined
Feb 18, 2004
Messages
394
Lets first define some terms:
Host: The player who is acting as the host for a game, being the server to other players clients.

Server Split: Where a game that contains more then one player splits between two hosts, causing a portion of the players to be "Split" in to their own game, showing them as disconnecting to the others, and vice-versa.

Disconnect: When a player disconnects from the host.

Desync: When one player says a value is X, whereas another says the same value is Y. The host seems to be the one to declare what is right and wrong in the way of sync, thus being out of sync with the host would cause a disconnection.

As for the causes:

Server Split: Who the feck knows. If anyone does, please do enlighten me.

Desync: The main cause of disconnects is from desyncs within the maps code. Other things have been known to cause desynchronizing and / or a simple disconnection, such as abnormally large values on damage dice. GetLocalPlayer() can be a major cause of desyncs, as it returns a different value for each player. There are many, many other causes of desyncs. Too many to list off the top of my head.
 
Level 4
Joined
Jan 2, 2008
Messages
103
Some clues would really help, is there a certain event that happens before it splits?

How big is the map?

Server splits are just warcraft three's way of laughing at you when you have a good game going.
 
Level 11
Joined
Aug 25, 2006
Messages
971
A server split is an error in the game engine. Let me give an example.

Your playing a game with 12 people, 6 people have high end comps, while 6 people have slower comps. The game will automatically attempt to compensate, however it is not perfect.

Lets say that all 12 players need to run a calculation like 6 + 6 (obviously in real life it would be extremly more complicated. The fast computers get 12. The slow computers lag for a second. Suddenly the anti-hack routine (which compares values between computers to prevent hacking on one computer) finds that the slow computers don't match the fast computers. Do to some horrible glitch the game can't compensate fast enough. Suddenly it identifies the six slow players as hackers and disconnects them. The six slow players automatically identify the six fast players as hackers and disconnect from them. Suddenly we have two separate parties of players which should have been in one game. The game automatically attempts to find a new host in the party missing a host. If it succeeds you end up with two separate games.

So in short, the cause for server splits is pretty much the same as desynchs. Its just that the computers don't universally alienate one person to be desynched, it identifies multiple. At
 
Level 11
Joined
Feb 18, 2004
Messages
394
Except WC3 is based on a client-host architechture, not a peer-to-peer architecture. I suspect a server split is caused by a problem in the host switching routine, choosing two seperate hosts at the same time, thus spliting the game in two.
 
Status
Not open for further replies.
Top