Fixing desync in Undisputed Boxing involves addressing core netcode architecture, input synchronization, authoritative systems, and latency compensation. Below is a detailed structured roadmap tailored to Undisputed's realistic, reaction-heavy gameplay.
๐งฉ 1. Use an Authoritative Server Model
Problem:
If both players simulate locally and send updates (peer-to-peer or hybrid), inconsistencies arise from latency or dropped packets.
Solution:
-
Shift to a fully authoritative server model where the server is the "truth" for all game states (position, punches, reactions).
-
Clients send inputs to the server, and only simulate based on confirmed server responses.
Benefits:
-
Prevents ghost punches and desync due to divergent local simulations.
-
Ensures actions are only valid when confirmed by server logic.
⏱️ 2. Implement Client-Side Prediction & Reconciliation
Problem:
Waiting for server confirmation introduces noticeable lag in controls, especially in fast-paced fighting games.
Solution:
-
Use client-side prediction so players can see instant feedback when pressing a button.
-
On receiving the server’s authoritative state, reconcile any mismatches (e.g., roll back and reapply inputs).
Benefits:
-
Feels responsive while still correcting for errors or divergence.
-
Helps avoid cases where you see your punch land but the server denies it.
๐ฏ 3. Lag Compensation (Rollback Netcode)
Problem:
In high-latency matches, player positions and actions drift, causing punches to miss or hit wrongly.
Solution:
-
Use rollback netcode, similar to GGPO (used in modern fighting games).
-
Record game states for a few frames.
-
If input arrives late (but valid), roll back the game to an earlier frame, apply the input, and re-simulate.
-
-
Integrate rollback with Undisputed's physics and animation system.
Benefits:
-
Drastically reduces desync.
-
Players see hits and reactions that feel fair and synchronized.
๐ก 4. Deterministic Simulation for Fight Logic
Problem:
If physics or hit detection behave differently on each client due to floating-point inconsistencies or non-determinism, desync occurs.
Solution:
-
Refactor core combat systems to be fully deterministic—same input, same result on all machines.
-
Lock frame rates and physics steps during online matches.
-
Use fixed-point math where possible.
Benefits:
-
Ensures all clients calculate the same results from the same inputs.
-
Simplifies rollback and reconciliation.
๐ 5. Robust Input Buffering System
Problem:
Input loss or delays cause misaligned states between what a player did and what the server sees.
Solution:
-
Introduce an input queue/buffer on both client and server with accurate time-stamping.
-
Inputs are processed in correct order even under lag.
Benefits:
-
Reduces misfires or “I pressed that!” complaints.
-
Syncs animation and control inputs across the network.
๐งช 6. In-Game Sync Debugging & Logging Tools
Problem:
Without internal tooling, desync issues are hard to track and reproduce.
Solution:
-
Add sync checkers that constantly compare key game state hashes (e.g., positions, health, animations).
-
Auto-report divergences to a developer console or server logs.
-
Show players a “desync detected” warning during matches if needed.
Benefits:
-
Developers can fix root causes faster.
-
Players stay informed and less frustrated.
๐ 7. Matchmaking Based on Network Quality
Problem:
Pairing players across large ping gaps or packet loss rates increases desync risk.
Solution:
-
Use ping thresholds and network stability checks in matchmaking.
-
Dynamically adjust rollback window or restrict play in unstable conditions.
Benefits:
-
More consistent online experiences.
-
Fewer “unplayable” matches.
✅ 8. Periodic State Resynchronization
Problem:
Even small mismatches can accumulate over long matches.
Solution:
-
Every few seconds, force a partial state resync from server to client.
-
Use interpolation or soft-correction to smooth out visible changes.
Benefits:
-
Keeps gameplay aligned over long sessions.
-
Prevents creeping desync.
๐ Summary: Technical Fix Checklist
Fix Strategy | Required? | Priority | Notes |
---|---|---|---|
Authoritative Server Model | ✅ | High | Core infrastructure |
Rollback Netcode Implementation | ✅ | High | Matches boxing pacing |
Client-Side Prediction/Reconcile | ✅ | High | For responsiveness |
Deterministic Combat Logic | ✅ | High | Enables rollback |
Input Buffering | ✅ | Medium | Prevents dropped inputs |
Sync Debug/Telemetry Tools | ✅ | Medium | Dev aid |
Matchmaking Filters | ✅ | Medium | Improves consistency |
Periodic Resync Systems | ✅ | Low | Maintenance layer |
๐ ️ Suggested Tech Stack and Libraries
-
Netcode Base: Unity Netcode for GameObjects (customized), Photon Fusion, or a proprietary C# UDP solution.
-
Rollback Layer: GGPO-style rollback logic (Unity-compatible C# port or in-house).
-
State Management: Unity DOTS/ECS for deterministic systems, if compatible with Undisputed's architecture.
-
Diagnostics: In-game hash logging, per-frame packet inspection, dev replay tools.
No comments:
Post a Comment