Comments (3)
This may cause an immediate desync.
Server logs:
LogOutput.log
from beaverbuddies.
Client logs:
LogOutput.log
from beaverbuddies.
Ok, a bit of a false alarm here. It looks like issue is that right before the SingletonManager and consequently the ReplayService resets, the ReplayService reads from EventIO one last time, and therefore sets the current tick, making the logs appear like the old TimberServer was still active. This still shouldn't be happening, so I'll look into how to avoid it (e.g. saving EventIO rather than accessing it statically).
from beaverbuddies.
Related Issues (20)
- Host sometimes hangs after client quits HOT 1
- Floodgates and changing water levels may cause desyncs HOT 1
- Replace random HOT 1
- Kick Client back to Main Menu on desync HOT 1
- Instant Desync on connect after 2 hours of multiplayer HOT 16
- Swimming animation can cause crash
- Desync every 20 min HOT 6
- MacOs & Windows CrossPlay Confirmed HOT 2
- Few crashes detected while playing for a couple hours HOT 3
- Game crashed HOT 19
- Client crashes when placing a waterwheel
- Desync at a random time after my friend join the game HOT 1
- Crash upon path confirmation box popup (pause related?) HOT 3
- A lot of desyncs, not sure why | Mod v1.1.8
- Desync
- Update 6 compatibility HOT 7
- Crash when trying to start a new save HOT 1
- Crash with new Harmony from Workshop (ok with BepInEx) HOT 8
- Game desyncs all the time HOT 2
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