Information on conflict: Now my knowledge of what technically happens is not clear, but when specific people are in a game together they generate lag, when one, or the other person leaves, the lag is resolved.
By asking people to leave one-at-a-time during private games we can (and have) isolated who is conflicting in our games.
However some people don’t leave when told, in a timely fashion, or AFK inconveniently; so in that case we ban the player instead.
In my map I have implemented Desync-banner for stay-alive hackers and immediate removal of laggers.
My Desync Banners
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Player 1Player 7 brings exactly 1 Banner / Claimer (Switch=R) to '070'.'Switch 01' is Cleared.Move All Banner / Claimer (Switch=R) for Player 7 at 'Anywhere' to '117'.Modify death counts for All Players: Set to 1 for #Var# - Ban Warning.Modify death counts for Current Player: Set to 0 for #Var# - Ban Warning.Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !End scenario in defeat for current player. Player 4'Switch 08' is Set.Modify death counts for All Players: Set to 1 for #Var# - Ban Warning.Modify death counts for Player 4: Set to 0 for #Var# - Ban Warning.Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !Display for current player:<02><03><06><13><11>Y O U H A V E B E E N B A N N E D ! ! !End scenario in defeat for current player. Player 2Force 2Force 3Memory at Death Table + 186879 is exactly 319161090Modify resources for Current Player: Add 1 ore. Map Download Link
Helms Deep Annatar 8.4The trouble I am having is that when a conflict is occurring and we use the desync banner, everyone is dropped rather than just the indended player.
Important InformationWhen banning without the presence of lag (the warning sign of conflicts), the banners work flawlessly.
All eight players are split into their own game, some wait in drop screens, others are immediate.
Only the intended player is getting the “BANNED” message that desyncs players.
Not all players are necessarily savvy enough/have the inclination too to open ports/unblock stuff on firewall, so if possible I would like a map-side solution.
Main QuestionsWhy is conflict correlated with this desync malfunction?
If possible, how could this be fixed map-side (without removing the intended desync)?
Observations:
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- If one of the conflicting players is made the host, conflict, in most cases, does not occur.
- Opening ports resolves some conflicts.
My gibberish theories, take them with huge grains of salt
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(*host refers to a computer, not the game host)
- A conflict occurs when a host is not accepting UDP packets, forcing all others to instead send him TCP packets, thus, slowing the game.
- A conflict occurs when a host is not accepting packets from the conflicting host, so they must be sent through another player, thus causing lag and the cumulative desync problem.
Post has been edited 1 time(s), last time on Sep 16 2011, 10:03 pm by jjf28.
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