| 05-25-2003, 06:18 PM | #16 |
Local Selections without a call to SyncSelections() causes a mp desync Regards |
| 05-27-2003, 10:16 PM | #17 |
Can that syncselections only be done with JASS?? And would it be called as call SyncSelections() ?? |
| 05-28-2003, 07:18 AM | #18 |
You implicitely call SyncSelections when you check selections with GUI triggers. It should always be called before you read selections with JASS. |
| 05-28-2003, 05:23 PM | #19 |
Would it work to make a trigger where the only action is the JASS "call SyncSelections()" which is then triggered by other trigger actions? I'm trying to avoid converting all these triggers to custom text since I'm not hot enough sht to do JASS. |
| 05-29-2003, 07:21 AM | #20 |
Times I've seen server splits: Cube Defense map if someone makes an indomitable ground punisher before round 12. Tower wars v1.1, no idea why this happens, random times, sometimes creeps on board, sometimes not. This has also happened on a LAN party! AoS Lake Control TFT edition. Basically, once i get a god out, 50% of the time when they are powerful enough to take out the castle, I'd get a server split.. We're talking about 1000+ of a single stat, and godly hps. Wintermaul, level 10 boss dies. Whether you click on it or not. Cube Defense seems to be the only map where people can stop server splits from happening. |
| 05-29-2003, 07:28 PM | #21 |
So just let me get this straight... if you use the gui, you do NOT have to call this syncselections thing? |
| 05-30-2003, 08:00 AM | #22 |
Yes, if you use the GUI triggers to check for selections you don't have to call SyncSelections . The GUI triggers call functions in Blizzard.j that call SyncSelections . I am not sure if really all of them do and I can't check it right now but at least some of them do. |
| 05-30-2003, 11:31 AM | #23 |
Here are the selection procedures from blizzard.j called by the gui triggers : function SelectUnitSingle takes unit whichUnit returns nothing call ClearSelection() call SelectUnit(whichUnit, true) endfunction //=========================================================================== function SelectGroupBJEnum takes nothing returns nothing call SelectUnit( GetEnumUnit(), true ) endfunction //=========================================================================== function SelectGroupBJ takes group g returns nothing call ClearSelection() call ForGroup( g, function SelectGroupBJEnum ) endfunction //=========================================================================== function SelectUnitAdd takes unit whichUnit returns nothing call SelectUnit(whichUnit, true) endfunction //=========================================================================== function SelectUnitRemove takes unit whichUnit returns nothing call SelectUnit(whichUnit, false) endfunction As you can see, none of them call syncSelections. If you look deeper in Blizzard.j, you can see that syncselection is used on other more complex gui functions, but not on the selectunit or selectunitgroup nor clearselection. Regards |
| 05-30-2003, 03:17 PM | #24 |
It is not called on selection because it is useless there. If you check it by selecting something by trigger, call SyncSelections and instantly read the selection out after that you will see that in any non single player game you will not read out what you selected. So in fact it did not sync the actual change to the selection you just did. Look at the functions for reading selections in Blizzard.j . Those are the functions that call SyncSelections. |
| 05-30-2003, 06:55 PM | #25 |
u can create massive dmd values with the trigger: unit owned by player blah is attacked, do dmd ## to attacked unit |
| 06-08-2003, 02:57 AM | #26 |
Guest | My map desyncs and it has none of the things people traditionally say cause desyncs. I can't figure out what it's problem is. Wondering if anybody knew of anything else that caused desyncs. |
| 06-08-2003, 12:51 PM | #27 |
if you have an actio nthat only effects one player, liek a cinimatic for only player 1 red, a text message for only player 1 red, ext. deletye it. |
| 06-09-2003, 02:05 PM | #28 |
Yo how i'am supposed to stop a server split if my map needs the complicated triggers? |
| 06-09-2003, 04:01 PM | #29 |
Guest | Well it's hard to know when this problem is gone as my map doesn't desync everytime, but I played 5 games so far and haven't had a single desync and that seems like a good sign. I had a way of giving players hints in game if they asked for them. I used to send a Quest Message to just one player with a list of hints. Instead of a QUest Message, I use the Send Message action in the editor that says it doesn't cause desyncs and the problem seems to have gone away. :) |
| 08-12-2003, 09:02 AM | #30 |
Well I was putting together a list for another forum, and searching this one for server split causes too. Here's all that I've found: Possible causes of server split:
The ironic problem is, my map doesn't seem to have any of these symptoms and yet gets a random % disconnected at the start of the game. I've triple-checked the triggers, units, doodads, imports, pink elephants, and everything else I can think of to no avail. Currently trying to get together a group to debug it :\ |
