Stellaris - Multiplayer out of sync [2.0][daf0]

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Bobylein

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Description
Multiplayer out of sync [2.0][daf0]

Game Version
Cherryh 2.0

What version do you use?

Steam

What expansions do you have installed?
All of the above

Do you have mods enabled?
No

Please explain your issue is in as much detail as possible.
We had several different "Out of Sync" errors, the log is from the client.

We restarted several times and usually it keeps working for about an hour to some minutes after the host restarts the session but the crashes seem to come faster every time and with the savegame below it works for about 1-2 minutes until it is out of sync.

We tried to restart the game, veryfied the files in steam and restarted steam, nothing worked.

https://pastebin.com/kzAYJkTH
https://pastebin.com/Pay0G8L4

Steps to reproduce the issue.


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mike8472

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playing last night there was always a freeze in the game or the game would almost pause, then desync. Every time the desync occurs we are doing something different, I can not find a pattern. So it is likely something occurring in the background. We even played on slow and are about 85 years into the game, you still get desyncs every hour or so, some times with in minutes of each other, certainly seems to happen after a lag spike in the game.

For the first 50 years or so of the game and we have played about 4 different games now, you get no desyncs early on, only once the galaxy reaches a certain size and age. Its almost like the larger the galaxy becomes due to populatin, ships, planets and the harder the CPU works to process the data the more likely a desync is, as it doesn't occur in early game.

I have attached my oos file from last nights desync, I can send many more if needed to work out a pattern. I am playing as the Roman Empire and my friends is the Vhemm Empire.

Reports that the game dosnt desync when playing on very slow, as when at war we play on very slow period and during these times we get no desyncs for hours. So it seems the problem is linked to the speed of the game, with ssomething causing data to not be processed correctly or transferred correctly as we desync when playing on slow speed but not very slow. I have a 45mb per second connection and a high end PC so the fault is not with the ability to process the game.
 

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Barcode180

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We figured that running the game on slower speeds causes no desyncs to appear anymore.

We found that loading the autosave when a desync happens tends to let you play past where that desync happens. Haven't lost a game since we started doing this. It looks like the problem is some type of save game corruption.
 

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I can confirm that this problem still exists after today's patch, with the exact same error message. Was hoping that it was fixed since the patch notes mentioned something about desync errors being fixed.
 

Mojo1987

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We continued our 2 man game yesterday and for us the POP_MODIFIER desyncs where gone.
But we got a new one, something about Energy, will add logs and save later.
 

Mojo1987

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@Superkargoeren

Here are the logfiles and savegame of the two OOS we got yesterday.
I sadly forgot to screen the OOS notification ingame, but it was something about ENERGY_? .
Maybe you can extract it out of the logs. Savegames were made directly after the OOS happened.

We did nothing special in game when the error happened, so no clue about the reason.
 

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  • OOS.zip
    10,4 MB · Views: 5

Mojo1987

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Well they didnt test the savegame compatibility, like Jamor told in the release thread of the patch. Normally this should'nt be a problem.
We did play our game from 2.0.0 on in 2.0.1 and didnt have any POP_MODIFIER OOS after the patch, but my reported new one above occured. No clue whether its the old save or just a new bug.
 

mike8472

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The desynch is greatly improved over 2 sessions playing a total of 11 hours with the new patch we only had 1 pop modifiers desynch and that was towards the end of that 11 hours. This is also a game we continued on from 2.0 so a lot more stable.
 

hlilje

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Is it enough to provide OOS folders? Our gaming community really interested in providing more saves/logs, we encountered like 30-40 desyncs already.

Maybe there is more valid channel to provide logs/saves for it.
The most valuable thing you could provide is a save game from which the OOS can be reproduced, unfortunately there is no guarantee that it will desync when we test it even if it does for you.
The second most important thing is the OOS folders (for both the host and the player(s) which desynced) which contain logs which can help track the desyncs down, unfortunately they are not as comprehensive as the "debug logs" we use when we test internally.

Our bug forum is currently the only place to gather these things, unfortunately.
 

Mojo1987

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@Superkargoeren

Well, sadly but in fact with the newest beta patch that got released today the POP_MODIFIER and PLANET_MODIFIER desync is back. We cant even play 5 minutes until we need to reload...

Savegames and OOS in the attachments.
 

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  • New OOS.zip
    13 MB · Views: 5

Lianar

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@Superkargoeren

We found a reproducable OOS issue that just occured for the 3rd time: When another player finds my 6th precursor artifact, desync happens as I accept the dialog popup. However, after I rehost the game, quest log says I found 6 artifacts, listing only 5 of them, and there is no sign of the precursor origin system. (2.0.2_beta, checksum 5781)
 

hlilje

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@Superkargoeren

We found a reproducable OOS issue that just occured for the 3rd time: When another player finds my 6th precursor artifact, desync happens as I accept the dialog popup. However, after I rehost the game, quest log says I found 6 artifacts, listing only 5 of them, and there is no sign of the precursor origin system. (2.0.2_beta, checksum 5781)
Thanks, this is good information, we have been investigating another OOS related to the precursor events.

Do you have a save from which this can be quickly reproduced?
 
Last edited:

Lianar

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@Superkargoeren

It happened in two different games yesterday. However, as desync happened after I accepted the dialog, and then saved a few seconds later, it may be impossible to reproduce it from those save games. Last remaining saves before the issue are more than an hour of playtime past. But of course I gladly give you all the data I have.
 

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  • precursor's oos curse.7z
    28,6 MB · Views: 3