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I've repro'd this 2 or 3 times, sometimes when screen goes black during map transition, it gets stuck for all clients. Not easy to repro when I want it - but also not super rare it seems.
It is black while new ggrs session is synchronizing clients, before first advance of net session runner + map loads. I have seen this occur after both clients ggrs logged that they are synchronized, but something seems to go wrong. I suspect GGRS is still returning NotSynchronized, likely due to a disconnect.
Need to log disconnects by default to help see, but I'm not sure it's quite that simple. I tried interrupting network during map transition, and I saw a warning that socket timed out, but ggrs never actually give a disconnect event after the 2s threshold.
I think action items are:
Better logging on disconnect / waiting for sync (this is spammy tho so need to sort something out, maybe use net debug window to expose deeper ggrs state without log spam).
make sure that on unrecoverable disconnect (not just net interrupt) this is logged and player returns to menu, make it obvious we have unrecoverable failure. This way can confirm is DC and not just some other hung state.
To Reproduce
Play network games, see if it gets stuck on map transition.
Expected Behavior
No response
Additional Context
No response
Log Messages
No response
The text was updated successfully, but these errors were encountered:
It seems likely this is timeout related - I found can reproduce by pausing the game on one client before round transition. Need to make network interrupts recoverable - or keep ggrs session live / let it sync even when game is paused? Maybe in online play should not be able to actually pause game, only open the menu?
Description
I've repro'd this 2 or 3 times, sometimes when screen goes black during map transition, it gets stuck for all clients. Not easy to repro when I want it - but also not super rare it seems.
It is black while new ggrs session is synchronizing clients, before first advance of net session runner + map loads. I have seen this occur after both clients ggrs logged that they are synchronized, but something seems to go wrong. I suspect GGRS is still returning
NotSynchronized
, likely due to a disconnect.Need to log disconnects by default to help see, but I'm not sure it's quite that simple. I tried interrupting network during map transition, and I saw a warning that socket timed out, but ggrs never actually give a disconnect event after the 2s threshold.
I think action items are:
To Reproduce
Play network games, see if it gets stuck on map transition.
Expected Behavior
No response
Additional Context
No response
Log Messages
No response
The text was updated successfully, but these errors were encountered: