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ClientGameState ServerGameState state dumps
In case a server instance of Recoil has a springsetting DumpGameStateOnDesync = 1
(see https://github.com/beyond-all-reason/spring/wiki/Engine-Settings-Config-File) this will force creation of local state dump files for a desync frame (when the first desync in a particular game is detected).
The files will be named ServerGameState
or ClientGameState
followed by a random negative or positive number (will be unique for all game participants), followed by two numbers representing a desync frame number.
Example filenames for the same game: ClientGameState-216428739-4589-4589.txt
ClientGameState--398141872-4589-4589.txt
.
Upon a desync even or request deliver the following files to the engine devs (via an engine issue or through Discord):
- One
(Server|Client)GameState
file from a player or the server representing a majority "version" of the simulation (not reporting as desynced). - One or more files from a desynced player (as reported by the majority).
Examining the differences in these files helps trace the possible desync sources in the engine or game code.