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 Post subject: Re: Little Question for check synchronization system
PostPosted: Fri Apr 08, 2011 1:22 pm 
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Do you know for sure if there is any Desyncronisations? The point of the game checking to see if players are in Sync is so that everyones instance of the game is the same. Rather than one player seeing a tank on there instance, where there isn't one on other peoples.

Lack of Syncronisation checks also mean the game is prone to cheating online as anyone can just use a memory editor on there local copy and there is then no protection against it.

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 Post subject: Re: Little Question for check synchronization system
PostPosted: Fri Apr 08, 2011 2:05 pm 
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Scam? uh, I do not think anyone would cheat if yes, game would show garbage, and it tells other players.
That there was a desynchronization know for sure.
Keal has always on the map desynchronization, so I chose it, to be sure it will happen. Rather, what is interesting is that, desynchronization passed and the game continued without any additional desynchronizations.

It would be good if in desynchronization, not the game lags. It could be the name with number, be moved to display a string or to chat(in most games is something like writing in chat) sign was text "synchronization lost" instead those files of creating error logs?
-------------------------------------------------------

Podvod? hm, nemyslím, když by někdo podváděl hra by vykazovala nesmyslné úkazy, a to ho prozradí.
že došlo k synchronizaci vím jistě.
Keal má na té mapě vždy desynchronizaci, proto jsem ji vybral, abych si byl jistý že k ní dojde. Spíš co je zajimavé je že, desynchronizace pominula a hra pokračovala již bez dalších desynchronzacích.

Bylo by dobré, kdyby se při desynchronizaci, hra nesekala. Dalo by se to jméno stím číslem třeba přesunout do display stringu nebo charu (ve větršině her se něco podobného píše do chatu) jako byl nápis synchronization lost místo vytváření těch souborů error logs?


Last edited by Sali on Fri Apr 08, 2011 4:10 pm, edited 2 times in total.

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 Post subject: Re: Little Question for check synchronization system
PostPosted: Fri Apr 08, 2011 4:06 pm 
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while the games are played, and only one game was not immediately synchronized.
We do not know if there would be a sync later, because through the lag could not continue.


zatím co se odehráli hry, tak jen jedna hra nebyla hned synchronizována.
Nevíme jestli by došlo k synchronizaci později, protože přes lagy nešlo pokračovat.


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Fri Apr 08, 2011 7:08 pm 
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The attached version will spam the chat instead of making error logs.


Attachments:
OwarFull.rar [955.76 KiB]
Downloaded 71 times

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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sat Apr 09, 2011 6:16 am 
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thanks you


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sat Apr 09, 2011 6:09 pm 
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Tests Result
98% desynchronizations are immediately synchronizes
1.9% are synchronized to the end of the game
0.1% are not synchronized
But in all cases, there were no absurdity.
You could put it into the new 1.11 but please, it could be there in the chat messages like this?
Code:
 <Name> synch failed (<Total Number>)   [no time]

for information about who is in the desynchronization
may be more time to refresh the messages in chat? (at least 2 seconds due longer desynchronization)

Games are now fully playable in


Note: percentages are estimated for accurate data is more precise time, but much of it would not vary.
--------------------
Výsledek Testů
98% Desynchronizací se okamžitě synchronizuje
1.9% se synchronizuje do konce hry
0.1% se nesynchronizuje
Ale ve všech případech nebyly zaznamenány žadné nesmysli.
Mohl by jste to dát do nového 1.11 ale prosím, mohli by tam být hlášky v chatu takto?
Code:
 <jméno> synch failed (<Součtové Číslo>)   [ne čas]

pro informaci kdo je v desynchronizaci
muže být delší obnovovací čas té hlášky v chatu ? (aspoň 2 vteřiny, kvůli delší desynchronizacím)

Hry jsou nyní uplně do hratelné


Pozn.: procenta jsou odhadované, pro přesnější udaje je zapotřebí přesnější čas, ale o moc by se to lišit nemělo.


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 8:04 am 
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I have thought about making non-clanbase games do what you want. But i am reluctant to do the same for clanbase games as it could open the doors for people to cheat in ranked games.

What may be a better system is to make it so that if a game has not re-synchronised within say 10 seconds that it will then give you a Sync Lost Message. That way games which the Sync Lost message would be a false positive can continue but games which are truely sync lost's are treated as such.

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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 8:19 am 
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If I can recommend, let's at least a half minute, if you will cheat in a half minute from the beginning of the game he's thrown out of the game for longer desynchronization, usually synchronized to the half minute, those 10 seconds to a few. Within half minute from the start he/she can not win

But for non-ClanBase (non-ranked) I just let it run until the end of the game.

It was my honor to help you.
----------------
Jestli mohu doporučit, dejte to aspon na půl minuty, pokud bude podvádět za půl minuty od začátky hry ho to vyhodí ze hry, pro delší desynchronizace, většinou se do té půl minuty synchronizují, těch 10 vteřin je možná málo. Do půl minuty od začátku nedokáže vyhrát.

Ale pro non-ClanBase (non-ranked) bych to nechal běžet až do konce hry.

Bylo mi ctí vám pomoc.


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 8:56 am 
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Quoting myself:
Radzio wrote:
Probably these out of nowhere synch losts are caused by improperly calculated tick hash.
Maybe we could do it differently so that the game becomes marked desynchronized after let's say 100 subsequent ticks are marked wrong.

Doesn't it sound better and more reasonable?


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 9:10 am 
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Your suggestion is slightly different. Mine is based on time, yours on Ticks. We have no way to work out how long a tick is. Hell i don't even know if a tick is a CPU tick or a single frame in Original War.

@Sali: 10 seconds is a long period of time for computers.

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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 9:17 am 
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OK, more or less, for most longer desynchronization would be enough.

Dobře víceméně, pro většinu delších desynchronizací by to mělo stačit.


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 11:13 am 
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35 ticks = 1 s
100 ticks ~= 2,86 s

The counter thing would be wise.
OW could also log how many subsequent ticks were bad if the game continues fine.

We could start with the counter without breaking the game at all.


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 11:21 am 
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Why do you want it based on ticks rather than time. Time is easier to implement and has no negatives.

P.s are you sure that a sync tick is the same as a sail tick?

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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 12:07 pm 
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stucuk wrote:
Why do you want it based on ticks rather than time. Time is easier to implement and has no negatives.

P.s are you sure that a sync tick is the same as a sail tick?

Is this so hard to do it and try? OMG, we will be sitting here and discussing forever? Do as you want. I just want you to create this counter. Then we will find out everything as if these ticks are the same and how synchronization may work. :P
IMHO ticks are easier because it means adding a simple counter instead of a watcher of time.


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 Post subject: Re: Little Question for check synchronization system
PostPosted: Sun Apr 10, 2011 1:55 pm 
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Radzio wrote:
Is this so hard to do it and try?

Nope. But i only want to implement it once, i don't want you to turn around and tell me to do it some other way because i implemented it in a different way. Anyway, ill implement it now.

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