Suspect Animation Modification by Trigger Causing Desync

Level 21
Joined
Mar 16, 2008
Messages
955
Players keep reporting desync when a unit with modified animation dies. Does anyone know if this is true that this could be the cause? Or have a good workaround? Not 100% sure and needs more testing. But players stopped reporting since this trigger was removed. Seems to only occur upon the unit's death.

  • Palace Upgrade Masonry Red
    • Events
      • Unit - A unit owned by Player 1 (Red) Finishes research
    • Conditions
      • (Researched tech-type) Equal to Improved Masonry
    • Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Improved Masonry for Player 1 (Red)) Equal to 1
        • Then - Actions
          • Animation - Add the upgrade first animation tag to King's Castle 0012 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Improved Masonry for Player 1 (Red)) Equal to 2
        • Then - Actions
          • Animation - Remove the upgrade first animation tag to King's Castle 0012 <gen>
          • Animation - Add the upgrade second animation tag to King's Castle 0012 <gen>
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Improved Masonry for Player 1 (Red)) Equal to 3
        • Then - Actions
          • Animation - Change King's Castle 0012 <gen>'s size to (110.00%, 110.00%, 110.00%) of its original size
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Improved Masonry for Player 1 (Red)) Equal to 4
        • Then - Actions
          • Animation - Change King's Castle 0012 <gen>'s size to (120.00%, 120.00%, 120.00%) of its original size
        • Else - Actions
      • If (All Conditions are True) then do (Then Actions) else do (Else Actions)
        • If - Conditions
          • (Current research level of Improved Masonry for Player 1 (Red)) Equal to 5
        • Then - Actions
          • Animation - Change King's Castle 0012 <gen>'s size to (130.00%, 130.00%, 130.00%) of its original size
          • Trigger - Turn off (This trigger)
        • Else - Actions

Seems when a unit with size edited by trigger dies, it can cause a desync in multiplayer games. Not confirmed just a suspicion at this point.
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
The map forces SD. But after removing the size triggers, the desyncs seem to have stopped. Going to test more but difficult to test outside if multiplayer.
You can test in LAN against yourself by using multiple clients, it's still somewhat tedious but at least you don't have to rely on others.

Anyway, the size changes are so simple that you might as well delete them. You could use a Special Effect or Color changes to signify the higher levels of tech.
 
Last edited:

Uncle

Warcraft Moderator
Level 73
Joined
Aug 10, 2018
Messages
7,866
I thought desync was a bnet multiplayer/multicomputer specific thing?
You'd be running two or more simulations of Warcraft 3. If one simulation is different than the other(s) then you will encounter a desync.
(Assuming that they're in a game together)

This isn't an issue in Singleplayer because there's no other simulation to compare against, so there's no concept of "my simulation is different than yours".
 
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