Monday, May 5, 2025

Fixing desync in Undisputed Boxing

 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.


๐Ÿงฉ 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.


๐ŸŽฏ 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.


๐Ÿ“ก 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.


๐Ÿ” 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.


๐Ÿงช 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.


๐ŸŒ 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.


๐Ÿ”„ Summary: Technical Fix Checklist

Fix StrategyRequired?PriorityNotes
Authoritative Server ModelHighCore infrastructure
Rollback Netcode ImplementationHighMatches boxing pacing
Client-Side Prediction/ReconcileHighFor responsiveness
Deterministic Combat LogicHighEnables rollback
Input BufferingMediumPrevents dropped inputs
Sync Debug/Telemetry ToolsMediumDev aid
Matchmaking FiltersMediumImproves consistency
Periodic Resync SystemsLowMaintenance layer

๐Ÿ› ️ 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.

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