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EU4 - Development Diary - 31st of October 2017

Good morning all. We're back with another dev diary. As mentioned last week we have been working on something behind the scenes. In a nutshell, we have put a tonne of work into multiplayer, to tackle some long-standing thorns such as Hotjoin and Cross-platform issues. Many users have raised issue with these functions not working well, or indeed at all, and with good reason! Like last week, I'll hand the mic over to the man responsible for the bulk of this, @Alexivan

################

Hi. I’d like to start by saying that multiplayer support for our games is not an easy task, and sometimes we dev’s joke that it would be easier to simply cut that feature. But, seeing people having a great time playing together inspires us to continue supporting it. Not to mention that we love playing ourselves in our Dev Clash MP.

EU4 has a lot of complexity when it comes to multiplayer as it has the largest amount of configurations MP can be played on among our games, the factors being:

Platform
DLC configurations
Hotjoin
Start dates/save game
Custom nations
World randomization
Random new world

Our efforts so far have mostly concentrated on hosting a game with 1444 and continuing a save game. During the development of this update however we’ve put some more effort on making MP work across all the different configurations, in the priority order of the list. I’d like to share some wisdom about some of the issues we’ve encountered and methods we use.

When we started working on the MP for the upcoming 1.23 Persia update the goal was to get hotjoin working again. Hotjoin is basically copying over the current state of the game to the newly connected player which in theory is a pretty simple thing to do. There are two parts of the gamestate that need to be synchronized: all the data that is saved in the gamestate, and all the data that is not. We’ll call these categories persisted and cached.

Starting with the persisted data we noticed that saves were not being saved as they are read, meaning we modify the savegame while reading and writing it. While this works for the standard setup as everyone applies the same changes when they all load the game it causes hotjoin to desynchronize as only the hotjoiners are doing the changes.

We added a console command called check_save to help us find this issue, it’s a console command that saves the game, loads it up, and saves it again. This helped us find most of the issues with savegame inconsistency. Most of the issues here came from calling gameplay logic when reading the save, so reading a country government could for example apply some modifiers or reset some variables. Otherwise it was mostly variables not being written/read properly.

For the cached data we had to do a couple of things. First we added a recalculation step which happens when you load a savegame or a hotjoiner enters the game, this step recalculates all the cached data. A lot of the data in this step was derived from the persisted data, which worked fine. Some however was dependent on other cached data, causing things to be recalculated differently, we solved this by moving all cached values into a separate container so we could easily clear all cached data before calculating it, guaranteeing the same results.

Another issue with persisted data would be load order dependencies. There are two common issues here, the first one being that objects that were loaded sometimes put themselves in a list. This causes the list to be sorted by the order of objects being loaded, rather than whatever order they were in when saving the game. Once these lists were identified the easy fix was to simply sort the lists in a deterministic order. The second issue is that objects being read from the savegame are sometimes referencing other objects in the savegame, which haven’t been read yet. The thing we do here is save the object ID mentioned in the save and dereference in a step after the save has been loaded.

After check_save resulted in the savegames with no differences, we started running MP tests to find more issues. One thing that helps us a lot with this is the randomlog, which is a tool we use to help us track desynchronized computation sequences. The way it works is that we add lines in the code which prints to the randomlog, when a desync happens we can then compare the randomlog data of the host to that of the desynchronized client and see what the client did differently. This shows us what happened incorrectly, but usually isn’t enough to pinpoint why. If we can’t figure out what happened we add more entries in related code to try getting closer to the source issue. This can be a slow process where we sometimes have to add more logs lots of times to help us find the issue, especially if the desync doesn’t happen consistently due to multithreading or the desync being a rare case.

As QA time for finding desyncs is limited, testing was slow, and we still knew we had a lot of desyncs to find so we had to start automating tests. For this we updated the standalone server build and improved on the script we use to help us find desyncs faster, this also allowed us to run the automated tests over the weekends and nights and fix during the days, which greatly improved our efficiency, the script was also updated to restart when an issue has been found, generating a lot of different desyncs.

As we now could get multiple desyncs with logs and data we needed to improve our method for collecting desync data, so we copied over the OOS dumps system from stellaris. This system copies over data relevant to the desync into a unique folder inside Paradox Interactive/Europa Universalis IV/oos folder. The name of the folder is a unique hash describing the desync and can be used to match the desync between clients and host.

All in all, I’ve been working on all this for the last 7 months with a lot of help from the team, a lot of systems had to be fixed and specialized solutions had to be invented, it’s been quite a bigger task than I initially expected. I was hoping to get it to a perfect state for this release but it’s not quite there yet.

So if you get desyncs I recommend letting us know, try giving us as much information as you could and more specifically how the game was set up, the OOS dump, and any savegame you might have loaded. If you manage to get desynced consistently I recommend starting the game with the “-randomlog” and “-hardoos” launch options on the host to generate better data for the OOS dumps. But otherwise it might be better to keep it turned off as it uses memory and slows down the game. I’m going to look into if we could potentially use something like the crash dump uploader to make it easier for you guys to send this data to us.

tl;dr: A lot of work on multiplayer has been done, and it will continue. Cross Platform, Cross DLC, and Hotjoin should now be working. Reporting your desyncs might get them fixed faster. If you guys have any questions or suggestions I’d be glad to discuss in this thread.

##################

Thanks Alexivan. Next week we'll have another mixed bag of Cradle of Civilization goodies. With the release only a couple of weeks away, we need to round off on all the new things coming in 1.23 and Cradle.

Although, this dev diary doesn't have any images in it...hrmm, let's change that.

eu4_mill_360.gif
 

LeSingeAffame

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Whatever the cause, it's fixable because no other game has that need. And its preeeetty annoying!
Well if they didn't need to do it, they probably would not have done it in the first place I guess
 

TheDungen

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If you want to cheat then don't play ironman and just cheat.

If you don't want to cheat then play ironman and don't savescum.

I don't really see how being able to move your capital at 0 cost to 3 dev provinces to dev them to 30 dev for like 200 monarch points would be anything less than cheating
That's my point. But why does it matter if people cheat or not? They are only ruining their own time. A lot of restrictions like this seems to be meant to block cheating but it makes no sense because there are easier ways to cheat as pointed out console.
It's only really in a multiplayer context non console cheating matters because there it impacts someone else.
 

zeus_lightning

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I am so happy to hear this, thank you so much EU4 dev team. My group of 30 players has been plagued by these issues and this patch seems like it will go a long way. Is it also possible for you guys to institute a resync button like you have in HOI4? Having to rehost the party and get everybody back in takes a long time, and a resync button would be amazingly helpful.
 

LeSingeAffame

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Meh, meh and meh. Nothing interesting for SP this time.
That's the whole point of a DD talking about improvements of multiplayer stability, indeed
 

hashinshin

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That's my point. But why does it matter if people cheat or not? They are only ruining their own time. A lot of restrictions like this seems to be meant to block cheating but it makes no sense because there are easier ways to cheat as pointed out console.
It's only really in a multiplayer context non console cheating matters because there it impacts someone else.
THEN JUST GO CHEAT.

Why are you being so thick? Literally just go in a game, open console, type adm 999. Boom. You don't have to pay admin cost for moving capital because you have infinite admin!
 

Axe99

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Cheers for the DD Alexivan/DDR Jake :D. Am not an MPer, so the most interesting thing for me was the water mill at the end (intriguing :)), but am a big fan of the continued MP support for the MPers - congrats on all the fixes, hope they weren't too traumatic fixing :).
 

MaXimillion

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Oh my god, I can't even imagine how much work it would be for CK2, I hope If that ever happens that I won't be the one to do it :p


We have unfortunately not looked into improving the transfer speeds but I have noticed it being super slow sometimes, never that slow though. If you manage to reproduce this with the new version I'd love if you sent me a PM so we can gather some data, maybe we can figure something out.
The save transfer speed is directly tied to the ping between the host and the client. Our players in Australia, South America and South Africa consistently have by far the slowest load times, regardless of bandwidth. I assume the game is sending the save data in small packets and waiting for confirmation between each package before sending the next.

HoI 4 seems to use a similar system, but doesn't scale quite so dramatically, which has lead me to assume that they send more data between confirmations to alleviate the issue. Changing that for EU4 should hopefully not be a huge amount of work.

@Alexivan
 

ecrurudesby

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also, I think the two new buildings will just be a new manufactory, and the outpost from professionalism. Not a new building line.
I think you're probably right. The mill will be the manufactory for livestock, paper, and grain, at least.

Meh, meh and meh. Nothing interesting for SP this time.
If you read all the dev posts you would've seen that the time spent in MP testing uncovered a lot of SP bugs. You should be on your knees thanking Alexivan for working on this for over half a year.
 

SolSys

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Whatever the cause, it's fixable because no other game has that need. And its preeeetty annoying!
This particular fix would likely require the removal** of an advertised game feature -- the "play at any date".
Even though an overwhelming number of users ignore the feature it could be problematic.


**if it is of any consolation it won't be present at EU5.
 

TheMeInTeam

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Open up console.

Adm 999
Dip 999
Mil 999

Dev all your provinces to 99.

Equating strong meta strats that fit within rules to cheating is nonsense to the point of being indefensible.

Pdox deemed the stated action to be too strong, but it would in no way have been comparable to simply using the console. In SP I'd guess it'd not even be as strong as culture drifting to form Mughals.

All that aside, this game isn't "balanced" for MP at all, unless you count the ability to make custom nations and play with an extremely altered 1444 board. It can be fun to play in MP, it advertises MP, MP should work, and MP is fun, but the portion of the SP community thinking most changes are based on it are operating grossly outside the realm of evidence :p.
 

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If you want to cheat then don't play ironman and just cheat.

If you don't want to cheat then play ironman and don't savescum.

I don't really see how being able to move your capital at 0 cost to 3 dev provinces to dev them to 30 dev for like 200 monarch points would be anything less than cheating

I agree with what you're saying in general, but the capital dev bonus is additive with the penalty for high development. No amount of -dev cost (that is realistically or even actually achievable) would allow you to dev from 3 - 30 for 200 MP. 3 -> 10 is doable for 20 or 30 points, though.

But yeah, in general I agree with you. The cost for moving capital (and trade capital) makes the decision to move and/or when to move a more interesting one. It's also required for balance of any sort.
 

hashinshin

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I agree with what you're saying in general, but the capital dev bonus is additive with the penalty for high development. No amount of -dev cost (that is realistically or even actually achievable) would allow you to dev from 3 - 30 for 200 MP. 3 -> 10 is doable for 20 or 30 points, though.

But yeah, in general I agree with you. The cost for moving capital (and trade capital) makes the decision to move and/or when to move a more interesting one. It's also required for balance of any sort.
It's just absurd to think the game being balanced whatsoever is somehow a MP choice, is my point.
 

Badesumofu

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It's just absurd to think the game being balanced whatsoever is somehow a MP choice, is my point.

It did occur to me that the poster your were responding to seemed to be objecting to balance of any kind rather than just MP balance. The 'who cares if people can do whatever in SP?' argument the game having rules at all at which point it would cease to be a game.
 

TheDungen

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THEN JUST GO CHEAT.

Why are you being so thick? Literally just go in a game, open console, type adm 999. Boom. You don't have to pay admin cost for moving capital because you have infinite admin!
Again missing the point I don't think one should cheat but I don't see how the implementation of anti cheating measures has anything to do with single player it's obviously a multiplayer issue.

And it's not the only such restriction there are plenty of things that makes no sense except that they did it to fix some exploit I was never going to use anyway. Now I haven't played eu4 since the last patch since the updated AI made the game a boring blobfest and no modding on my part seems able to restore it to a working condition so I can't recall the other stuff at the moment but I remember there being loads of things that made me think why don't they just let exploiters exploit and make a game where the mechanics makes sense instead.

The excessive cost for changing capitals to prevent a exploit is just an example, I would agree that some cost is suitable but there have been capitals changed in this era even late in the era and it makes no sense that it should cost that much.
And like you say cheating is pretty much the only option when moving a capital costs as much as a freaking tech level. But I hate that i have to cheat to do something that should be doable. Heck Machiavelli lived in this era and he recommended moving your capital to any newly conquered region to control it better. Doesn't really suggest it was a thing which administratively add up to 500+ adm.

Perhaps that is my greatest concern I don't mind balance I mind them letting balance triumph over being historical.

And oh I should just go cheat? Well if you want perfect balance go play chess. Yeah this lends itself so much to a constructive debate.

It's just absurd to think the game being balanced whatsoever is somehow a MP choice, is my point.
To some extent it is, consider for an example dragon age origins, where the arcane warrior class was terrible OP so they removed it in the next game for balance reasons... and it BS because it's a singelplayer game so why does it matter to person 1 if person 2 has an easier time? Why does these things need to be balanced? If they were competing then yes but if they're not I really don't see the balance issue. I am way more interested in been given choices and agency than balance. True enough balance can make choices more interesting, but it is not the only way to make choices interesting.

It did occur to me that the poster your were responding to seemed to be objecting to balance of any kind rather than just MP balance. The 'who cares if people can do whatever in SP?' argument the game having rules at all at which point it would cease to be a game.
No any kind, but still if you put a press here to win button in the game the only ones the people pushing it will be screwing over are themselves, now I'm not saying they should put such a button intentionally into the game but I think they should design the game to make sense and be fun not for some idea of balance.
 
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Badesumofu

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No any kind, but still if you put a press here to win button in the game the only ones the people pushing it will be screwing over are themselves, now I'm not saying they should put such a button intentionally into the game but I think they should design the game to make sense and be fun not for some idea of balance.

That's rubbish. Any design that requires players to deliberately play badly in order to enjoy the game is bad. Trying to play optimally is what is fun for a lot of players. It's like arguing that Trade Companies being so OP isn't a problem because you just choose not to use them - it's a garbage argument because it doesn't respect the fact that this is a game rather than just a toy.
 

Alexivan

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The save transfer speed is directly tied to the ping between the host and the client. Our players in Australia, South America and South Africa consistently have by far the slowest load times, regardless of bandwidth. I assume the game is sending the save data in small packets and waiting for confirmation between each package before sending the next.

HoI 4 seems to use a similar system, but doesn't scale quite so dramatically, which has lead me to assume that they send more data between confirmations to alleviate the issue. Changing that for EU4 should hopefully not be a huge amount of work.

@Alexivan
Yeah, transfer speed is affected by ping a lot. Interesting that HoI 4 works a better, I'll check with them if they've done something interesting that we could copy :)
 

NightKev

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That's rubbish. Any design that requires players to deliberately play badly in order to enjoy the game is bad. Trying to play optimally is what is fun for a lot of players. It's like arguing that Trade Companies being so OP isn't a problem because you just choose not to use them - it's a garbage argument because it doesn't respect the fact that this is a game rather than just a toy.
Thank god he isn't a game dev... I hope.