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Thread Statistics | Show CCP posts - 4 post(s) |
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CCP Sharkbait

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Posted - 2007.08.07 14:43:00 -
[1]
News Post
in a effect to try and reproduce this, i need as many people to log onto sisi, go to fd-mlj and attach a starbase there. we will be starting around 5pm tonight and going as long as we need to.
i have a special debugging client which is having further modifications done to it in the hope that we can reproduce this there and maybe find out the problem. there is 2-3 others who will be helping with the debugging.
while all that is happening, we will also be profiling the client to see where all the CPU is going and hopefully find something interesting from that.
we also have a plan to profile the server, but there is more work needed in setting that up and we need to do it inhouse. more details on that soon, maybe. 
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CCP Redundancy

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Posted - 2007.08.07 14:48:00 -
[2]
Edited by: CCP Redundancy on 07/08/2007 14:50:12 I love the smell of profiling in the morning... evening.
PS. if you think you know what it is related to, please post whatever you've noticed and your reasons. At the moment, we're chasing down possibilities, but it seems very difficult to reproduce it outside of a fleet / POS fight (at least locally, when you're 1 person looking for it and not 30,000 on TQ).
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CCP Redundancy

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Posted - 2007.08.07 15:36:00 -
[3]
Keep the information coming, it's all interesting.
Bumping has always been the most likely culprit of client simulation divergence showing up noticeably, but it's interesting that this may be related to either large ships or ships with large amounts of items in them that could *possibly* cause some sort of issue if the server took a long time to load the inventory on a session change etc.
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CCP Redundancy

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Posted - 2007.08.07 15:51:00 -
[4]
Originally by: Nyphur To be honest, I think desynch is inevitable in online games. What's required is for the server to dictate the state of objects more aggressively to the client. I don't know if there's any error checking already used but the server and client should be able to work out that they're out of synch and resynch. Most online games where position is important have a resynch feature and usually they're automatic.
Destiny already does this (like when it winds back time and you go behind your trails). What we're looking for is something that isn't caught by the myriad things that are in place to prevent this already.
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