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johanhelsing avatar johanhelsing commented on July 18, 2024 5

This is bug in ggrs. I created a bug and a fix for it there (see referenced issues above).

...in other words, we should probably keep this issue open until we've updated to a fixed version of ggrs

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gschup avatar gschup commented on July 18, 2024 1

Oh wow, thanks for catching and reporting this. What an oversight!

Comparing only confirmed frames is indeed the answer here.

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gschup avatar gschup commented on July 18, 2024 1

this repo now depends on ggrs main, which should fix this issue.

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PraxTube avatar PraxTube commented on July 18, 2024

Yeah, checksums as they are right now only work when there is no ping (or the ping is lower then the input delay), which is almost only the case when testing locally. However, when testing with high ping you get desyncs non-stop because the receiving client is constantly mispredicting and we have to rollback a bunch.

Comparing the checksum of only confirmed frames would fix this?

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johanhelsing avatar johanhelsing commented on July 18, 2024

Thanks for taking the time looking into this! It does indeed not happen if input delay is higher than ping.

I didn't catch this earlier, since my game breaks on rollbacks due to the regression #63

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gschup avatar gschup commented on July 18, 2024

The fix is now merged in the ggrs repo, so the issue can be closed here, as well! (unless I am missing something)

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johanhelsing avatar johanhelsing commented on July 18, 2024

Just wondering if it's good to keep it open until at least the main branch of this repo depends on a ggrs version that works (just for visibility in case this is tripping people up)

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gschup avatar gschup commented on July 18, 2024

You are right. I was under the impression that the main branch of this repo depends on the main branch of ggrs. At least that was my original intention in the past. It must have slipped through my fingers that we don't do that currently.

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