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Enable desync detection in p2p example #48
Enable desync detection in p2p example #48
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Mm just tested it in the normal examples and it worked fine. i will look at this. |
looks like the actual checksums are different. I added a log statement in GameStateCell::save: Peer 1
Peer 2:
|
Does bevy's worlds have some non gameplay relevant state which is included in the snapshot? |
At least |
seems they're using |
In other words, as far as I can see the desync detection mode can't be used without patching bevy. |
Was able to make it work with this branch: https:/johanhelsing/bevy/tree/fixed-reflect-hash-0.9.1 |
very interesting! let's see how this goes :) |
Tested it in Cargo Space as well, works great! And I had no desyncs 🎉 (or at least not any for my components that implement reflect_hash) |
Disconnections are warnings because it is something that can happen by normal usage. Desyncs are errors because it's something you'd probably want to fix as the developer of the game.
is this PR still a draft? |
We need bevy 0.10 first (because we needed the deterministic, bevyengine/bevy#7583), but otherwise I think it's ready. |
Did a Ggrsevent use get lost in the merge? |
yes, I made a mistake but pushed a fix already :) Sorry, my bad! |
Yeah, no problem! Just trying to help. Thanks for the super quick release! |
This is a very useful feature, we should either enable it by default, or at least inform about it in example code.
Unfortunately, I think it's currently broken? I get desyncs as soon as the game starts without giving any input.
@HeatXD