k0rd 3 Posted May 6, 2014 Got problem as someone reported before , desync, vehicles blowing up after a drive ( and people on it saw one that Im stucked another one that Im moving in one direction and me into another ) , people desync ( position different and someone didnt see vehicles moved but see them at the old positions) and other little problems like that .. Perf 1 here and before that ( 1.16 last perf7 ) was all ok with same mission hey - is your mission using setpos and/or setposatl on the vehicles? my research is pointing at them as potential culprits. Share this post Link to post Share on other sites
ramius86 13 Posted May 6, 2014 I didnt made the mission but I think 99% yes , will check later Share this post Link to post Share on other sites
xod 11 Posted May 6, 2014 hey - is your mission using setpos and/or setposatl on the vehicles? my research is pointing at them as potential culprits. Mine is and it's happening at complete random and only on servers in excess of 30 people. I've tried to repro, but given the random nature of missions, it's been next to impossible to pin down. Share this post Link to post Share on other sites
ramius86 13 Posted May 6, 2014 My server is a clan only so about 20 ppl max, only approved mod with double signature and arma3sync so no old mod but all updated and also battleye disabled. Yes mission was using setpos Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 Mine is and it's happening at complete random and only on servers in excess of 30 people. I've tried to repro, but given the random nature of missions, it's been next to impossible to pin down. I see the bug with only 2 players :) I've tried a repro too, but it's an unreliable bug (it always happens, just not sure how to force it to happen) Share this post Link to post Share on other sites
mariodu62 5 Posted May 6, 2014 (edited) @kord, In fact this bug appears when, 2 client are very far. If you use setpos to teleport near your friend, you will find the vehicle used by the other client at the position it was at least 10 20 seconds before. (the vehicle must be empty). The other player will see it where he get out from the vehicle, and you will see it at the other position. If the player get in the vehicle and move it, you will see it at the right position. For me it's not a bug, but an optimization of network exchange introduce by bis depending on, how far you are from the other client. For me the bug is no refresh if you are near the objector when the vehicle is tranfered local from client to server. the setpos is sometimes not send thru network to other client too. (Saw with btc revive when a player is kill) But maybe i'm wrong. Sorry for my poor english Edited May 6, 2014 by Mariodu62 Share this post Link to post Share on other sites
jumbobreakfast 13 Posted May 6, 2014 What MAriodu62 described above is happening on the stable version 1.18 as well I think. Share this post Link to post Share on other sites
Dwarden 1125 Posted May 6, 2014 may I ask which setPos* commands you suspect as broken ? Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 setpos, setposatl not sure if any others Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 6, 2014 (edited) Also confirmed on my servers. re spotty VON and vehicle de-sync. Hard to isolate for repro since devs tend to attempt repro by themselves or with 1-2 others and for a very short duration, and thus miss things that pop out under high server loading. One need only to join a populated server to confirm what people in this thread are saying. ---------- Post added at 22:26 ---------- Previous post was at 22:23 ---------- i would like to see some ArRma 3 Feedback tracker ticket created for the floating and flying vehicles accompanied with simple MP repro mission w/o mods and w/o callExtensions Does BIS have a tool/procedure for simulating the engine/netcode effects of 30-50 players ingame, for 1-man repro? If not, don't expect a repro mission, and asking for one is a little insulting. If heaps of players are telling you there is an issue, then there is an issue. I would hope our difficulty in producing a repro mission is not holding up the efforts to investigate/repair. FWIW, re vehicle anomalies. It is occurring to both player-operated and AI-controlled, even when no players nearby. Whatever was done to vehicles between 1.16 and 1.18 would be a good place to start looking for the cause. Seems like the server is losing track of the vehicles. EDIT: I do appreciate the hotfix for sub-munitions http://dev.arma3.com/spotrep-00025Fixed: Faulty handling sub-munitions in multiplayer would cause performance issues proportional to the number of players in the session (e.g. firing miniguns) Fixed: MP crash opportunity Fixed: One Tempest heavy truck variant was missing some interior textures Edited May 6, 2014 by MDCCLXXVI Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 Seems like the server is losing track of the vehicles. more likely is that the clients are not being informed of previous setpos* when the vehicle is outside of a certain range. Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 6, 2014 more likely is that the clients are not being informed of previous setpos* when the vehicle is outside of a certain range. The range must be very short. IE trying to get into a helicopter but its actual position is 20m away, which your client is not told for 30-60 seconds or at all. I have observed vehicles literally flying sideways through the air (a MBT, no less), visible to all clients. Eventually the vehicle became static at a position above terrain level. To me, that weighs against being a locality issue. Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 The range must be very short. IE trying to get into a helicopter but its actual position is 20m away, which your client is not told for 30-60 seconds or at all.I have observed vehicles literally flying sideways through the air (a MBT, no less), visible to all clients. Eventually the vehicle became static at a position above terrain level. To me, that weighs against being a locality issue. current theory: 1) server spawns a vehicle and immediately setposes it .5 meters into the air and sets direction 2) client 1 gets in, drives away (lets say 3 km?), then gets out 3) client 2, who was far away from the initial spawn then drives/teleports/whatever to client 1's location 4) client 2 may observe the vehicle floating in the air, client 1 will not because the vehicle is local to client 1. but i have nobody here to help me test this theory Share this post Link to post Share on other sites
fn_Quiksilver 1636 Posted May 6, 2014 (edited) current theory:1) server spawns a vehicle and immediately setposes it .5 meters into the air and sets direction 2) client 1 gets in, drives away 3) client 2, who was far away from the initial spawn then drives/teleports/whatever to client 1's location 4) client 2 may observe the vehicle floating in the air, client 1 will not because the vehicle is local to client 1. but i have nobody here to help me test this theory And of the AI-controlled vehicles? wild speculation: Perhaps some part of vehicle simulation has been loaded onto clients. I know Zeus-spawned vehicles certainly behave as if HC (a compliment to their implementation). .. I'll observe the issue more closely for the time being. Can also help test if you'd like. Edited May 6, 2014 by MDCCLXXVI Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 And of the AI-controlled vehicles?wild speculation: Perhaps some part of vehicle simulation has been loaded onto clients. I know Zeus-spawned vehicles certainly behave as if HC (a compliment to their implementation). .. I'll observe the issue more closely for the time being. Can also help test if you'd like. not sure what you are observing with AI vehicles, can you be more specific? Share this post Link to post Share on other sites
Dwarden 1125 Posted May 6, 2014 1.18 hotfix is atm newer than 1.18 perf1 in terms of the fixes so I suggest use what's in the stable branch Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 1.18 hotfix is atm newer than 1.18 perf1 in terms of the fixes so I suggest use what's in the stable branch thanks Dwarden, I'll continue to work on the stable/dev branches to track down the issue. Share this post Link to post Share on other sites
mariodu62 5 Posted May 6, 2014 may I ask which setPos* commands you suspect as broken ? it looks like there is more issue with setposatl. Share this post Link to post Share on other sites
SavageCDN 231 Posted May 6, 2014 Does BIS have a tool/procedure for simulating the engine/netcode effects of 30-50 players ingame, for 1-man repro? If not, don't expect a repro mission, and asking for one is a little insulting. If heaps of players are telling you there is an issue, then there is an issue. I would hope our difficulty in producing a repro mission is not holding up the efforts to investigate/repair. ^ this Share this post Link to post Share on other sites
k0rd 3 Posted May 6, 2014 ^ this gotta say - it is tough to get people to repro errors with me for any duration of time. they get antsy and want to play the effin' game Share this post Link to post Share on other sites
Tankbuster 1746 Posted May 6, 2014 1.18 hotfix is atm newer than 1.18 perf1 in terms of the fixes so I suggest use what's in the stable branch http://puu.sh/8BUTO.jpg (297 kB) http://puu.sh/8BUvp.jpg (1423 kB) Share this post Link to post Share on other sites
mariodu62 5 Posted May 6, 2014 When a vehicle is in the air, if you destroy a wheel, it is refresh and go back to the floor. Share this post Link to post Share on other sites
kremator 1065 Posted May 6, 2014 ^^ ahhh I remember that old bug back from Arma2 days. Was a little annoying. Share this post Link to post Share on other sites
mariodu62 5 Posted May 7, 2014 ^^ ahhh I remember that old bug back from Arma2 days. Was a little annoying. Old code, old bug... Share this post Link to post Share on other sites
k0rd 3 Posted May 7, 2014 so now i'm seeing a different effect as I approach vehicles.. as if they are trying to correct their positions as I approach closer. Share this post Link to post Share on other sites