29.09.2011, 14:17
Quote:
If you have narrowed the problem down the OnPlayerUpdate you need to add print statements through the callback to see what is and isn't being run. It sounds like something is crashing (often an array-out-of-bounds problem, try the crash plugin), causing the callback to end prematurely and return the default value of 0. OnPlayerUpdate returning 0 tells the server to not sync that packet to other players (i.e. desyncs).
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It doesn't actually crash though.. The client just.. looses connection in different ways. Either objects stop loading.. text appears to "lag" (however other players see ir normally) they stop moving around on other players screen and become unfreezeable soemtimes they sync back partially but never fully (the clock freezing up is one sign.. If your desynced your time is always off - I use a custom clock I should note)