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Host : Host co-op game
Client : Join co-op game
Host : Clic on "Paths & Structures" Button
Host : CLic on "Path" Button
Client : Clic on "Paths & Structures" Button
Client : CLic on "Path" Button
Host or Client : Unpause to x1
Test :
Client : Suspend Client Timberborn.exe with Process XP (https://learn.microsoft.com/fr-fr/sysinternals/downloads/process-explorer#download)
Host : place a path
Wait 30s
Host : place a road (note the location)
Wait 5s
Client : Resume Client Timberborn.exe with Process XP
Client : Immediately after Resume, place a road at the same last location
Wait only 2 seconds: desynchronization crash
The text was updated successfully, but these errors were encountered:
This makes sense. I assume it occurs naturally also, not just when you're freezing the client? In theory illegal actions (whether initiated by the client or server) should be caught if they cause an error and not actually carried out, but there's only so much I can do to repair it if the illegal action changes the games state before causing an exception. Other than manually checking each action to see if it's allowed, which is a bit out of scope. But I'll see if I can reproduce this.
Test preparation :
Host : Host co-op game
Client : Join co-op game
Host : Clic on "Paths & Structures" Button
Host : CLic on "Path" Button
Client : Clic on "Paths & Structures" Button
Client : CLic on "Path" Button
Host or Client : Unpause to x1
Test :
Client : Suspend Client Timberborn.exe with Process XP (https://learn.microsoft.com/fr-fr/sysinternals/downloads/process-explorer#download)
Host : place a path
Wait 30s
Host : place a road (note the location)
Wait 5s
Client : Resume Client Timberborn.exe with Process XP
Client : Immediately after Resume, place a road at the same last location
Wait only 2 seconds: desynchronization crash
The text was updated successfully, but these errors were encountered: