Problem with EndSimulation
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Hi,
In our game we call EndSimulation() when a timer reachs the end (in details, when the timer expires the game “request” a match end for tick X (tracked value), that will be executed during tick X + rollbackWindow. This prevents wrong end-game detection during invalid rollback frames).
We’ve seen that sometimes (is a rare bug) when we call EndSimulation(), each client end its own simulation in a different tick. It seems that when a client stops, if another client is a little bit behind, it doesn’t continue until tick X + rollbackWindow.
Maybe it is your desired behavior, and it’s ok. We have tried to skip the call to EndSimulation() and we don’t see any side-effect. Can we simply avoid to call it?
Thanks a lot,
Devis
In our game we call EndSimulation() when a timer reachs the end (in details, when the timer expires the game “request” a match end for tick X (tracked value), that will be executed during tick X + rollbackWindow. This prevents wrong end-game detection during invalid rollback frames).
We’ve seen that sometimes (is a rare bug) when we call EndSimulation(), each client end its own simulation in a different tick. It seems that when a client stops, if another client is a little bit behind, it doesn’t continue until tick X + rollbackWindow.
Maybe it is your desired behavior, and it’s ok. We have tried to skip the call to EndSimulation() and we don’t see any side-effect. Can we simply avoid to call it?
Thanks a lot,
Devis
0
Comments
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Hi @Devis, at first glance as the game reaches the end it is not a problem to avoid to call it, because you had all the game synced. We still gonna improve a little bit the EndSimulation, to make sure that all clients pause/stop in the same simulated tick.0
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Ok. So, now we'll simply avoid to call EndSimulation(). If you think that this could generate problems or bugs, please notify us.
Thanks a lot,
Devis0