2019-10-19 10:27:04 +00:00
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# Some explanations about Desyncs
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2014-02-23 19:32:32 +00:00
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Last updated: 2014-02-23
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2019-10-19 10:27:04 +00:00
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## Table of contents
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- 1.0) Desync theory
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- 1.1) [OpenTTD multiplayer architecture](#11-openttd-multiplayer-architecture)
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- 1.2) [What is a Desync and how is it detected](#12-what-is-a-desync-and-how-is-it-detected)
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- 1.3) [Typical causes of Desyncs](#13-typical-causes-of-desyncs)
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- 2.0) What to do in case of a Desync
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- 2.1) [Cache debugging](#21-cache-debugging)
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- 2.2) [Desync recording](#22-desync-recording)
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- 3.0) Evaluating the Desync records
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- 3.1) [Replaying](#31-replaying)
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- 3.2) [Evaluation of the replay](#32-evaluation-of-the-replay)
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- 3.3) [Comparing savegames](#33-comparing-savegames)
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## 1.1) OpenTTD multiplayer architecture
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2014-02-24 18:14:53 +00:00
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OpenTTD has a huge gamestate, which changes all of the time.
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The savegame contains the complete gamestate at a specific point
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in time. But this state changes completely each tick: Vehicles move
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and trees grow.
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However, most of these changes in the gamestate are deterministic:
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Without a player interfering a vehicle follows its orders always
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in the same way, and trees always grow the same.
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In OpenTTD multiplayer synchronisation works by creating a savegame
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when clients join, and then transferring that savegame to the client,
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so it has the complete gamestate at a fixed point in time.
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Afterwards clients only receive 'commands', that is: Stuff which is
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not predictable, like
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- player actions
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- AI actions
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- GameScript actions
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- Admin Port command
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- rcon commands
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- ...
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These commands contain the information on how to execute the command,
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and when to execute it. Time is measured in 'network frames'.
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Mind that network frames to not match ingame time. Network frames
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also run while the game is paused, to give a defined behaviour to
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stuff that is executing while the game is paused.
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The deterministic part of the gamestate is run by the clients on
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their own. All they get from the server is the instruction to
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run the gamestate up to a certain network time, which basically
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says that there are no commands scheduled in that time.
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When a client (which includes the server itself) wants to execute
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a command (i.e. a non-predictable action), it does this by
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- calling DoCommandP resp. DoCommandPInternal
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- These functions first do a local test-run of the command to
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check simple preconditions. (Just to give the client an
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immediate response without bothering the server and waiting for
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the response.) The test-run may not actually change the
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gamestate, all changes must be discarded.
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- If the local test-run succeeds the command is sent to the server.
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- The server inserts the command into the command queue, which
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assigns a network frame to the commands, i.e. when it shall be
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executed on all clients.
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- Enhanced with this specific timestamp, the command is send to all
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clients, which execute the command simultaneously in the same
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network frame in the same order.
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2019-10-19 10:27:04 +00:00
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## 1.2) What is a Desync and how is it detected
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2014-02-23 19:32:32 +00:00
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In the ideal case all clients have the same gamestate as the server
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and run in sync. That is, vehicle movement is the same on all
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clients, and commands are executed the same everywhere and
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have the same results.
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When a Desync happens, it means that the gamestates on the clients
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(including the server) are no longer the same. Just imagine
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that a vehicle picks the left line instead of the right line at
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a junction on one client.
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The important thing here is, that no one notices when a Desync
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occurs. The desync client will continue to simulate the gamestate
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and execute commands from the server. Once the gamestate differs
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it will increasingly spiral out of control: If a vehicle picks a
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different route, it will arrive at a different time at a station,
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which will load different cargo, which causes other vehicles to
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load other stuff, which causes industries to notice different
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servicing, which causes industries to change production, ...
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the client could run all day in a different universe.
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To limit how long a Desync can remain unnoticed, the server
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transfers some checksums every now and then for the gamestate.
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Currently this checksum is the state of the random number
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generator of the game logic. A lot of things in OpenTTD depend
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on the RNG, and if the gamestate differs, it is likely that the
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RNG is called at different times, and the state differs when
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checked.
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The clients compare this 'checksum' with the checksum of their
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own gamestate at the specific network frame. If they differ,
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the client disconnects with a Desync error.
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The important thing here is: The detection of the Desync is
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only an ultimate failure detection. It does not give any
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indication on when the Desync happened. The Desync may after
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all have occurred long ago, and just did not affect the checksum
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up to now. The checksum may have matched 10 times or more
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since the Desync happened, and only now the Desync has spiraled
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enough to finally affect the checksum. (There was once a desync
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which was only noticed by the checksum after 20 game years.)
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2019-10-19 10:27:04 +00:00
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## 1.3) Typical causes of Desyncs
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2014-02-23 19:32:32 +00:00
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Desyncs can be caused by the following scenarios:
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- The savegame does not describe the complete gamestate.
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- Some information which affects the progression of the
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gamestate is not saved in the savegame.
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- Some information which affects the progression of the
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gamestate is not loaded from the savegame.
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This includes the case that something is not completely
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reset before loading the savegame, so data from the
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previous game is carried over to the new one.
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- The gamestate does not behave deterministic.
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- Cache mismatch: The game logic depends on some cached
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values, which are not invalidated properly. This is
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the usual case for NewGRF-specific Desyncs.
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- Undefined behaviour: The game logic performs multiple
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things in an undefined order or with an undefined
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result. E.g. when sorting something with a key while
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some keys are equal. Or some computation that depends
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on the CPU architecture (32/64 bit, little/big endian).
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- The gamestate is modified when it shall not be modified.
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- The test-run of a command alters the gamestate.
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- The gamestate is altered by a player or script without
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using commands.
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2019-10-19 10:27:04 +00:00
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## 2.1) Cache debugging
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2019-09-29 20:27:32 +00:00
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Desyncs which are caused by improper cache validation can
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often be found by enabling cache validation:
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- Start OpenTTD with '-d desync=2'.
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- This will enable validation of caches every tick.
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That is, cached values are recomputed every tick and compared
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to the cached value.
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- Differences are logged to 'commands-out.log' in the autosave
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folder.
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Mind that this type of debugging can also be done in singleplayer.
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2019-10-19 10:27:04 +00:00
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## 2.2) Desync recording
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2014-02-23 19:32:32 +00:00
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If you have a server, which happens to encounter Desyncs often,
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you can enable recording of the gamestate alterations. This
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will later allow the replay the gamestate and locate the Desync
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cause.
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There are two levels of Desync recording, which are enabled
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via '-d desync=2' resp. '-d desync=3'. Both will record all
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commands to a file 'commands-out.log' in the autosave folder.
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If you have the savegame from the start of the server, and
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this command log you can replay the whole game. (see Section 3.1)
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If you do not start the server from a savegame, there will
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also be a savegame created just after a map has been generated.
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The savegame will be named 'dmp_cmds_*.sav' and be put into
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the autosave folder.
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In addition to that '-d desync=3' also creates regular savegames
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at defined spots in network time. (more defined than regular
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autosaves). These will be created in the autosave folder
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and will also be named 'dmp_cmds_*.sav'.
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These saves allow comparing the gamestate with the original
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gamestate during replaying, and thus greatly help debugging.
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However, they also take a lot of disk space.
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2019-10-19 10:27:04 +00:00
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## 3.1) Replaying
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2014-02-23 19:32:32 +00:00
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To replay a Desync recording, you need these files:
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- The savegame from when the server was started, resp.
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the automatically created savegame from when the map
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was generated.
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- The 'commands-out.log' file.
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- Optionally the 'dmp_cmds_*.sav'.
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Put these files into a safe spot. (Not your autosave folder!)
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Next, prepare your OpenTTD for replaying:
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- Get the same version of OpenTTD as the original server was running.
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- Uncomment/enable the define 'DEBUG_DUMP_COMMANDS' in
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'src/network/network_func.h'.
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(DEBUG_FAILED_DUMP_COMMANDS is explained later)
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- Put the 'commands-out.log' into the root save folder, and rename
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it to 'commands.log'.
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- Run 'openttd -D -d desync=3 -g startsavegame.sav'.
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This replays the server log and creates new 'commands-out.log'
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and 'dmp_cmds_*.sav' in your autosave folder.
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2019-10-19 10:27:04 +00:00
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## 3.2) Evaluation of the replay
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2014-02-23 19:32:32 +00:00
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The replaying will also compare the checksums which are part of
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the 'commands-out.log' with the replayed gamestate.
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If they differ, it will trigger a 'NOT_REACHED'.
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If the replay succeeds without mismatch, that is the replay reproduces
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the original server state:
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- Repeat the replay starting from incrementally later 'dmp_cmds_*.sav'
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while truncating the 'commands.log' at the beginning appropriately.
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The 'dmp_cmds_*.sav' can be your own ones from the first reply, or
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the ones from the original server (if you have them).
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(This simulates the view of joining clients during the game.)
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- If one of those replays fails, you have located the Desync between
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the last dmp_cmds that reproduces the replay and the first one
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that fails.
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2014-09-07 14:21:16 +00:00
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If the replay does not succeed without mismatch, you can check the logs
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whether there were failed commands. Then you may try to replay with
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DEBUG_FAILED_DUMP_COMMANDS enabled. If the replay then fails, the
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command test-run of the failed command modified the game state.
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2014-02-23 19:32:32 +00:00
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If you have the original 'dmp_cmds_*.sav', you can also compare those
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savegames with your own ones from the replay. You can also comment/disable
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the 'NOT_REACHED' mentioned above, to get another 'dmp_cmds_*.sav' from
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the replay after the mismatch has already been detected.
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See Section 3.2 on how to compare savegames.
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If the saves differ you have located the Desync between the last dmp_cmds
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that match and the first one that does not. The difference of the saves
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may point you in the direction of what causes it.
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If the replay succeeds without mismatch, and you do not have any
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'dmp_cmd_*.sav' from the original server, it is a lost case.
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Enable creation of the 'dmp_cmd_*.sav' on the server, and wait for the
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next Desync.
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Finally, you can also compare the 'commands-out.log' from the original
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server with the one from the replay. They will differ in stuff like
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dates, and the original log will contain the chat, but otherwise they
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should match.
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2019-10-19 10:27:04 +00:00
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## 3.3) Comparing savegames
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2014-02-23 19:32:32 +00:00
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The binary form of the savegames from the original server and from
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your replay will always differ:
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- The savegame contains paths to used NewGRF files.
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- The gamelog will log your loading of the savegame.
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- The savegame data of AIs and the Gamescript will differ.
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Scripts are not run during the replay, only their recorded commands
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are replayed. Their internal state will thus not change in the
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replay and will differ.
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To compare savegame more semantically, there exist some ugly hackish
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tools at:
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http://devs.openttd.org/~frosch/texts/zpipe.c
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http://devs.openttd.org/~frosch/texts/printhunk.c
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The first one decompresses OpenTTD savegames. The second one creates
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a textual representation of an uncompressed savegame, by parsing hunks
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and arrays and such. With both tools you need to be a bit careful
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since they work on stdin and stdout, which may not deal well with
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binary data.
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If you have the textual representation of the savegames, you can
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compare them with regular diff tools.
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