YOU APPEAR TO BE DESYNCHRONIZED

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FeinT.

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Post by FeinT. » July 15, 2021, 2:30 pm
Welp. I am pretty sure this is a server feature and not a bug :D I mean yeah it could be complicated but anyways, but I'm p sure that means the data couldnt be sent to a specific client (You). which means the packet is not sent to the server therefore the server wont forward it to the client so it wont get decoded which will lead to a glitchy behavior. But yup this could be RakNet's fault too since its a shit networking library in general.
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CXdur

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Post by CXdur » July 26, 2021, 8:58 am
It's been over 4 years since I implemented this code, but I took a quick look.

The desync checks are required for our anticheat to work properly. When certain cheats are triggered, we check if the player is synced. If they're not, we consider it a false positive, and we try to fix the desynchronization (cannot always be), while also increasing a counter. When the desync check fails enough times (pretty high amount) we forcibly reconnect the player. The desync should only fail when the server has invalid data about the client, which again should only happen if the client is desynced or has been sending wrong data.

I've increased the count required before a reconnect by a small bit and I've also added logging so that we can see how often this happens. Since you seem to be the only one experiencing issues with this here in this topic I believe that you probably are desynchronized. Even if your internet connection is mostly stable, it dropping for a short period is time could be enough for you to become desynchronized. Sadly there's no way for us to fix this without reconnecting the player.
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Panadol

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Post by Panadol » July 26, 2021, 1:09 pm
CXdur wrote:
It's been over 4 years since I implemented this code, but I took a quick look.

The desync checks are required for our anticheat to work properly. When certain cheats are triggered, we check if the player is synced. If they're not, we consider it a false positive, and we try to fix the desynchronization (cannot always be), while also increasing a counter. When the desync check fails enough times (pretty high amount) we forcibly reconnect the player. The desync should only fail when the server has invalid data about the client, which again should only happen if the client is desynced or has been sending wrong data.

I've increased the count required before a reconnect by a small bit and I've also added logging so that we can see how often this happens. Since you seem to be the only one experiencing issues with this here in this topic I believe that you probably are desynchronized. Even if your internet connection is mostly stable, it dropping for a short period is time could be enough for you to become desynchronized. Sadly there's no way for us to fix this without reconnecting the player.
Fair enough I got it, thanks for explaining
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