[after r3601] Multiplayer Desync

Bugs that have been investigated and resolved somehow.

Moderator: GZDoom Developers

Forum rules
Please don't bump threads here if you have a problem - it will often be forgotten about if you do. Instead, make a new thread here.
User avatar
edward850
Posts: 5889
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: [after r3601] Multiplayer Desync

Post by edward850 »

Graf Zahl wrote:I added the missing call to the equivalent point to where it is in the software renderer - but I'm currently on a computer where I can't compile the engine so someone else will have to do any checks.
I'm getting "identifier not found", even after including p_local.h.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49231
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [after r3601] Multiplayer Desync

Post by Graf Zahl »

Figures...

The one time I can't check I get the case wrong...
User avatar
edward850
Posts: 5889
Joined: Tue Jul 19, 2005 9:06 pm
Location: New Zealand
Contact:

Re: [after r3601] Multiplayer Desync

Post by edward850 »

:oops: I didn't think of that either. And yes, that fixed it.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49231
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [after r3601] Multiplayer Desync

Post by Graf Zahl »

On second thought about this whole thing, I am even more convinced that the current way prediction is handled is wrong. Right now it's done for each single view that gets rendered. And all gets started at FRenderer::RenderView. So wouldn't it be best just wrap the call to that with P_PredictPlayer and P_UnPredictPlayer?
That way prediction is cleanly moved to the play code and the renderer kept clean of the intricacies of the play simulation.

The only other place where the renderer is called is for savegame pictures and there it hardly matters whether players are predicted or not.

Of course that's one for Randy to decide so for now I'll leave this thread open.
User avatar
randi
Site Admin
Posts: 7749
Joined: Wed Jul 09, 2003 10:30 pm
Contact:

Re: [after r3601] Multiplayer Desync

Post by randi »

Okay, did that.
User avatar
Matt
Posts: 9696
Joined: Sun Jan 04, 2004 5:37 pm
Preferred Pronouns: They/Them
Operating System Version (Optional): Debian Bullseye
Location: Gotham City SAR, Wyld-Lands of the Lotus People, Dominionist PetroConfederacy of Saudi Canadia
Contact:

Re: [after r3601] Multiplayer Desync

Post by Matt »

I'm still getting a problem in r3881/r1456, but apparently only while loading skyboxes, glows or dynamic lights (but, apparently, only when a dlight is visible from the very start).
Edward-san
Posts: 1774
Joined: Sat Oct 17, 2009 9:40 am

Re: [after r3601] Multiplayer Desync

Post by Edward-san »

Please don't bump threads in closed bugs/suggestions. If you want to refer to this thread, link it. I suggest to move these two posts on a new thread in 'Bugs' forum.
User avatar
Graf Zahl
Lead GZDoom+Raze Developer
Lead GZDoom+Raze Developer
Posts: 49231
Joined: Sat Jul 19, 2003 10:19 am
Location: Germany

Re: [after r3601] Multiplayer Desync

Post by Graf Zahl »

Even then, it's not a ZDoom thing.
Post Reply

Return to “Closed Bugs [GZDoom]”