Comments (3)
Out of curiosity: You're saying multiplayer depends on everyone processing the game at the exact same speed?
Since this is an imperfect universe with nasty things like network latency and clock drift, I'm assuming there's some sort of synchronization or maybe it's just not an exact science.
Couldn't the arbiter send out regular timestamps, turn counts, or whatever the game uses to keep track? When a client gets ahead, they could slow down or pause the simulation for a moment to get back in sync, respectively request the same from the arbiter if they're behind.
That would still leave a chance for a desync if a player makes a change affecting something another player had already calculated, but this window could be kept very small making it unlikely at least.
from multiplayer.
This is more a core RimWorld issue, the more pawns, the more computation is required. You can debug this with Dubs Performance Analyser.
The only thing you can do is cut down on the map sizes and/or number of pawns in game. Using Dubs Performance Analyser to hunt for those tick abuser mods and removing them is also a solution if you play heavily modded games.
On the MP side I'm not sure what can be done to mitigate this.
from multiplayer.
Not much can be done about Rimworld's single threaded nature, however it won't be the cause of desyncs themself. Ticks behind will just cause an apparent "lag" and not much else.
from multiplayer.
Related Issues (20)
- Vanilla Multiplayer desync every few seconds to minutes HOT 3
- Linux vs Windows mod mismatch HOT 10
- Desync on caravan creation - survival meal stack size not handled properly
- Lost Tribe scenario please HOT 2
- Incorrect Needs in 3.9.4 HOT 7
- Attacking a work site does not provoke attack/Pawns stay neutral
- Drawing of selected objects by other players has a couple of issues
- List of API/Compat improvements and changes that could end up being useful HOT 2
- (Mod conflict) General Multiplayer patches can fail on generic types HOT 4
- Certain interactions can not sync and cause an error due to packet size being too big or cause remote packet read error
- [Multi factions & Async time] Child's growth tier remains at zero HOT 1
- Timestamp fixer - potential issues and improvements HOT 6
- [BUG] Multifaction + Psy Ability HOT 12
- Does not work with unstable version 1.5. HOT 2
- RimWorld 1.5 HOT 6
- Shelves and bookshelves causing desync.
- Anomaly DLC HOT 4
- Desyncs when generating quests and sometimes Error quest descriptions.
- Bioferite harvesters cause desync HOT 7
- [1.5.4069]Creatures in the game often desynchronize during pathfinding
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from multiplayer.