Online desynchronization: Difference between revisions

The info about disconnections I had WAS wrong. But this info is right now, and I also have a video example.
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(The info about disconnections I had WAS wrong. But this info is right now, and I also have a video example.)
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==Overview==
==Overview==
Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system and a fastfall on another. Re-syncing a match is sometimes possible, but requires extensive co-ordination between the players involved, and the cause of the original desynch will likely cause a redisconnection later.
Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system and a fastfall on another. Re-syncing a match is sometimes possible, but requires extensive co-ordination between the players involved, and the cause of the original desynch will likely cause a redisconnection later.
''Brawl'' can disconnect players when it detects a desynch. When playing online, the games send information about the actions performed, mostly, but they can also send information that a loadable element has finished loading. If a match is desynched, a player may open a [[Smash Ball]] on one screen, but not on another. On the console where the Ball is opened, the game will load data for the corresponding Final Smash, and will send all other players a message saying that the Final Smash has been loaded. Since on the other consoles no Smash Ball has been opened, and no Final Smash had to be loaded, this "loading successful" message is treated as a mistake. After around 10 seconds, it's acknowledged that a desynch has inevitably fallen into place, and all players are disconnected.


==Causes==
==Causes==
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==Replay desynchronization==
==Replay desynchronization==
A common error noted in replays is that they may "desync" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the revival platform. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor. In addition, it is possible for a replay that plays fine to randomly desynchronize when played again, and after some tries, play correctly again.
A common error noted in replays is that they may "desync" over time; the effects vary, though among the most common are actions occurring that did not previously occur, excessive lag followed by significantly increased playback speed, and the replay abruptly ending. With the Pokémon Trainer, particularly unusual effects can occur, such as him sending out a Pokémon which never loads or leaves the revival platform. Replays of Wi-Fi matches are more likely to desync than local matches due to the frequent lag experienced in games, but local replays can also be subject to the problem. The cause of "desyncs" is unknown, though it is speculated it has to do with save data of replays becoming corrupted by some outside factor. In addition, it is possible for a replay that plays fine to randomly desynchronize when played again, and after some tries, play correctly again.
==External links==
*[http://www.youtube.com/watch?v=HQmrz4XuV9o Example of a desynchronized online match], on YouTube


[[Category:Wi-Fi]]
[[Category:Wi-Fi]]
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