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Simutrans Extended => Simutrans-Extended bug reports => Simutrans-Extended development => Simutrans-Extended closed bug reports => Topic started by: asaphxiix on October 02, 2013, 06:38:40 PM

Title: [11.11] recreatable desync
Post by: asaphxiix on October 02, 2013, 06:38:40 PM
Hello

While playing as a local client on the server (which is run in a normal game, not command line), I could recreate a desync as follows:

Go to Afula (1270:813), and use the road removal tool on the sequences of road tiles, as shown in the picutre. It may help to do it a bit faster.

With utter respect for your most excellent work.
Saved Game: http://simutrans-germany.com/files/upload/client7-network.sve (http://simutrans-germany.com/files/upload/client7-network.sve)
Picture: http://simutrans-germany.com/files/upload/desync.png (http://simutrans-germany.com/files/upload/desync.png)
Title: Re: [11.11] recreatable desync
Post by: jamespetts on October 05, 2013, 11:03:26 AM
Hmm - simutrans-germany seems to be down. Can you upload these elsewhere?
Title: Re: [11.11] recreatable desync
Post by: asaphxiix on October 05, 2013, 05:15:38 PM
with pleasure.

http://www.sendspace.com/file/jvb0sn (http://www.sendspace.com/file/jvb0sn)
http://www.sendspace.com/file/rdf7k5 (http://www.sendspace.com/file/rdf7k5)

the instructions for setting up the game are identical, of course to those of the other bug I reported.
Title: Re: [11.11] recreatable desync
Post by: asaphxiix on October 18, 2013, 12:31:15 AM
generally, removing roads (whether with bulldozing or with remove road tool) seems to be at high risk of desynching a local client.
Title: Re: [11.11] recreatable desync
Post by: jamespetts on October 24, 2013, 10:00:21 PM
I strongly suspect that this issue is the same as this (http://forum.simutrans.com/index.php?topic=12751.new#new) one, and that the fix implemented for that should work for this.