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Warcraft III - Patch 1.30.4

Discussion in 'Latest Updates and News' started by Landmine, Jan 16, 2019.

  1. Sir Moriarty

    Sir Moriarty

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    In my experience, the desyncs can happen on literally ANY map, even on maps that never desynced before.

    I even started desyncing in Enfo's MT 1.93, which did NOT desync mid-game before 1.30.4 came out. Been playing it right now, and desynced around the 15 minute mark.
     
  2. DracoL1ch

    DracoL1ch

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    how would it be determined, given there are only hash which irreproducable by any mean? Also desynced client may be already dropped by the moment game decides to send info. But idea of sending tons of RAW data might work.. for some degree.
     
  3. Frotty

    Frotty

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    Yes. Green TDs with literally just a bunch of GUI triggers suddenly desync.
     
  4. DracoL1ch

    DracoL1ch

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    sudden desyncing issue isn't up to triggers, obviously, because it worked just fine before. Something fucked within engine. Might be even native aura's timing or literally anything else.
     
  5. Himperion

    Himperion

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    Spanish speaking user here. Shaman instead of talking full English on the Spanish version of the program as 1.30.2, is now mixing lines in English and Spanish in 1.30.4.
     
  6. Kam

    Kam

    Blizzard Associate Producer

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    Most of the desyncs were caused by serveral game data caches that we now clear between games. This was why people were desyncing from ladder games after playing a custom map. We are looking at certain maps including Green Cycle now to determine which triggers or data are causing issues.
     
  7. Sir Moriarty

    Sir Moriarty

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    Desynced again during a game on my map. The map and the replay are attached.

    It should be noted that the desync happened while absolutely nothing was happening. It's a roleplay map, and most everything that is going on is just text chat, there's not even units moving most of the time. In the past, this map has proven to us to be very reliable, and I don't think I've seen any desyncs on it prior to patch 1.29.

    Unoptimized version also attached. It doesn't use any GUI triggers, all of the code is Zinc and vJASS. You'll have to look at the script file for the actual triggers, unfortunately.

    Hopefully this helps in the investigation.

    @Kam
     

    Attached Files:

  8. DracoL1ch

    DracoL1ch

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    if you want to help to solve a desync, you should attach 2 replays - one of the host, one of the client.
     
  9. Tommi Gustafsson

    Tommi Gustafsson

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    I tried out an MP3 with metadata (English) in 1.30.4 and it worked without problems.
     
  10. Frotty

    Frotty

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    Indeed, I just did a single test with 1.30.4 and it worked, but the only mention of a fix seems to be in 1.30.2. (or I missed it?)

    I know that it wasn't fixed with 1.30.2, because that released around 1st December and I committed the fixed sounds to my git repo at Dec 29th.
    The sounds didn't play, but after using an id3 remover, they worked.

    If I get the time I will check Robo Arena which's music was also still bugged with 1.30.2
     
  11. Tommi Gustafsson

    Tommi Gustafsson

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    I found a bug. You cannot create a custom unit out of Entangled Gold Mine. It does not appear in the unit list in the Create Custom Unit dialog.
     
  12. Sakata Gintoki

    Sakata Gintoki

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    does this patch still support LAN anymore?
     
  13. DoctorGester

    DoctorGester

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    Point is: the game simulation occurs on all clients simultaneously. Even the slightest change like some floating point precision error (it's just an example, usually fixed point math is used) in a single variable (which might not be hashed!) can accumulate over time and cause the desync of some other state somewhere later. A so called "butterfly-effect". Meaning the state at the point of desync can be
     
  14. DracoL1ch

    DracoL1ch

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    For 20 years floating point systems were fine, and now broken? Nice joke right there.
     
  15. Frotty

    Frotty

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    Hi. I found out something new related to Green (Circle) TD maps.
    Most of the ones which are hosted on battle.net contain cheatpacks (code injected into the map to allow control to certain cheat commands),
    and cheatpacks use a gamecache and more for stuff like keybinds.
    Hence it might not desync on a "simple GUI map" after all. Not sure.
     
  16. DoctorGester

    DoctorGester

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  17. DracoL1ch

    DracoL1ch

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    educate yourself how it worked flawlessly for 20 years before patching started first
     
  18. pyf

    pyf

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  19. DracoL1ch

    DracoL1ch

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    Not like blizzard north were some newbies at programming who couldn't understand such things. My point is that system used to work just fine for years. Blaming floats for latest desyncs now would mean there are heavily incopetent programmers rewritting some old code in a wrong way. Which is obviously cannot be true.
     
  20. Lord_Earthfire

    Lord_Earthfire

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    Or the desynch detection was far stricter tuned, so it catches stuff that was before let by. And that is known to be the case, since the newest patch catched things which were completely fine in the past. That is how we got these masses of desynchs. It wouldn't be too hard to imagine that these were overseen, too.