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Disconnection Bug

06-23-2008, 06:35 PM#1
Damage
My friends and I are trying to test out a 12 player multiplayer game I made called Necromancer Wars.

While the game works fine in single player without any crashes or bugs, it immediatly disconnected everyone the moment anyone selected a unit or even moved their mouse. It's not a problem with the host, as we've managed to host various Uther Party games and tower defences before, and we've tried hosting it from 2 different people, and yet the problem persists...

So, there's something wrong with the map, and I honestly don't know what.

I'd be really appreciative if someone could perhaps try my map and see if the problem still happens, and if it does, try and help me fix it

Download link is here: http://www.mediafire.com/?dyzxxclt2zy
(If this belongs in the testing sub-forum, just move it as needed)
06-23-2008, 06:42 PM#2
Captain Griffen
Desync problem. Search for desync and you shall find the answer.
06-23-2008, 06:56 PM#3
Damage
Searching for Desyncs on this forum shows a lot of JASS coding problems using Local variables, the thing is, my map doesn't use any JASS at all (just 'simple' GUI triggers), and as far as I understand, there doesn't appear to be any problems in the triggers although there obviously must be to cause the problem. If someone with some experience could just have a look through the initilisation trigger (which I presume may be the problem) and point out an error, it'd be great.

EDIT: Someone in a different thread mentioned that camera effects could cause problems. In my trigger that runs at the very start of the game, it spawns a unit for each player and then does a 'Pan the Camera as neccessary for (Picked Player) to (position of (Last Created unit)) over 0.5 seconds' - Could this perhaps cause an issue?
06-23-2008, 07:48 PM#4
Creampie
It may be because you're created a LARGE number of special effects instanteously, the more players, the more effects being created.

With single player, your processor may be able to handle it, but with various numbers of players, the increases the amount of effects exponentially.
06-23-2008, 07:57 PM#5
Captain Griffen
Creampie, wrong in basically every respect. You can cause a player to drop, but not desync, by too many effects.

Don't use pan camera as necessary in multiplayer maps. Just use pan camera. Pan camera as necessary is a known cause of desyncs.
06-24-2008, 09:09 AM#6
Damage
Quote:
Originally Posted by Captain Griffen
Don't use pan camera as necessary in multiplayer maps. Just use pan camera. Pan camera as necessary is a known cause of desyncs.
Don't worry, there's no exceptional spam of special effects, but I'll change the camera effect and see if it works. Thanks for the help.