Server Split :(

The Big S

New Member
Reaction score
6
Hey guys. I am experiencing a server split with my map.

It works fine in LAN with 3 people, but when I'm playing it on Bnet with more than 2 people, it causes a server split. Today four of us tried playing together, and it split us into two groups of two. I thought I had all of the leaks clean, but I guess I was wrong. Could someone please take a look and see if there is anything that could be causing this? I would REALLY appreciate it! Thanks in advance!

Code:
Initialization Procedures
    Events
        Map initialization
    Conditions
    Actions
        Custom script: local group udg_Group1
        Custom script: local force udg_TempForce
        Custom script: local location udg_TempPoint
        Cinematic - Turn cinematic mode On for (All players)
        Cinematic - Send transmission to (All players) from Princess Haylia Theck (Female) 0058 <gen> named System: Play No sound and display |cff00ff00Welcome t.... Modify duration: Set to 20.00 seconds and Don't wait
        Wait 2.00 seconds
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Advanced - Initialize advanced triggers
        Advanced - Customize the hero save system to Save Life and Mana
        Advanced - Customize the hero save system to Save Strength, Intelligence, Agility
        Advanced - Customize the hero save system to Save Gold and Lumber
        Advanced - Customize the hero save system to Save Carried Items
        Advanced - Customize the hero save system to Save Owning Player Name
        Advanced - Customize the hero save system to Save Skill Levels
        Advanced - Customize the hero save system to Ignore Current Position
        Quest - Create a Required quest titled Characters and Clas... with the description Upon entering Athel..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Required quest titled Quests with the description In Athelor, people,..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Optional quest titled Command List with the description Refer to the follow..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Quest - Create a Optional quest titled Credits with the description Although Athelor OR..., using icon path ReplaceableTextures\CommandButtons\BTNScroll.blp
        Game - Hide creep camps on the minimap
        Game - Disable ally color button and Disable creep camp button
        Special Effect - Create a special effect attached to the overhead of Gleria (Trolls Quest) 0033 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Special Effect - Create a special effect attached to the overhead of Gorus Antlis (A simple delivery Quest) 0080 <gen> using Abilities\Spells\Other\TalkToMe\TalkToMe.mdl
        Wait 1.00 seconds
        Set TempForce = (All players matching (((Matching player) controller) Equal to User))
        Set PlayerHouseActual[1] = Player1House <gen>
        Set PlayerHouseActual[2] = Player2House <gen>
        Set PlayerHouseActual[3] = Player3House <gen>
        Set PlayerHouseActual[4] = Player4House <gen>
        Set rank2chest[1] = A Strongbox 0089 <gen>
        Set rank2chest[2] = A Strongbox 0100 <gen>
        Set rank2chest[3] = A Strongbox 0102 <gen>
        Set rank2chest[4] = A Strongbox 0104 <gen>
        Set rank2chest[5] = A Strongbox 0106 <gen>
        Set rank2chest[6] = A Strongbox 0108 <gen>
        Set rank2chest[7] = A Strongbox 0110 <gen>
        Set rank2chest[8] = A Strongbox 0112 <gen>
        Set Loop = 0
        Set Group1 = (Units owned by Neutral Hostile)
        Wait 1.00 seconds
        Wait 1.00 seconds
        Game - Display to (All players) for 5.00 seconds the text: |cfffff000Initializ...
        Unit Group - Pick every unit in Group1 and do (Actions)
            Loop - Actions
                Set Creep_Type[Loop] = (Unit-type of (Picked unit))
                Set Creep_Position[Loop] = (Position of (Picked unit))
                Unit - Set the custom value of (Picked unit) to Loop
                Trigger - Add to Damage Over Character <gen> the event (Unit - (Picked unit) Takes damage)
                Set Loop = (Loop + 1)
        Cinematic - Turn cinematic mode Off for (All players)
        Player - Disable sleeping for all creeps
        Cinematic - Enable user control for (All players)
        Player Group - Pick every player in TempForce and do (Actions)
            Loop - Actions
                Unit - Hide rank2chest[(Player number of (Picked player))]
                Set TempPoint = (Random point in ClassSelection <gen>)
                Unit - Create 1 Class Selector for (Picked player) at TempPoint facing Default building facing (270.0) degrees
                Set CharChooser[(Player number of (Picked player))] = (Last created unit)
                Visibility - Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across ZONE Arvale Village <gen>
                Set ArvaleVis[(Player number of (Picked player))] = (Last created visibility modifier)
                Visibility - Create an initially Disabled visibility modifier for (Picked player) emitting Visibility across ZONE Iridius City <gen>
                Set IridiusVis[(Player number of (Picked player))] = (Last created visibility modifier)
                Player - Make (Picked player) treat Player 9 (Gray) as an Ally
                Player - Make Player 9 (Gray) treat (Picked player) as an Ally
                Game - Display to (Player group((Picked player))) for 5.00 seconds the text: |cfffff000Welcome t...
                Set AlreadyRepicking[(Player number of (Picked player))] = True
        Custom script: call DestroyGroup(udg_Group1)
        Custom script: call DestroyForce(udg_TempForce)
        Custom script: call RemoveLocation(udg_TempPoint)
 

Exide

I am amazingly focused right now!
Reaction score
448
What makes you believe that the trigger you posted is responsible for the server split?
If I got it right, server splitting can depend on several different reasons. :p
My maps acts really weird if I have an endless loop. Or if I try to manipulate the 'time of day' and 'time of day speed'. There are, of course, plenty of other reasons.. But those two are the ones I come to think of at the moment.
It's weird, though, that you can play on LAN and not on B.net? :confused:
 

The Big S

New Member
Reaction score
6
Yeah, it's really weird. I'm guessing it's the init because it always splits RIGHT at initialization.
 

Exide

I am amazingly focused right now!
Reaction score
448
Then I don't know.
I know a few commands can't be run at Map Init. But I doubt they will cause Server Splitting..
Try breaking the trigger down in a few triggers and make them fire after each other, with some seconds delay.
Like, Map Init. *Actions 1 to 7*, Time - Elapsed time is 3 seconds *Actions 8 to 15* Time - Elapsed time is 6 seconds *Actions 16 to 23*
-Or something like that.
Not sure if it is possible or not with your trigger, depending on the actions.
But it would be good if you could break it up, then you might get a clue of what is actually causing the split. (If it's a trigger at all..)
 

Tom Jones

N/A
Reaction score
437
Cinematic - Turn on cinematic mode causes desyncs. Try deactivating this action, and test the map. Also, your Player Group action leaks.
 

The Big S

New Member
Reaction score
6
Cinematic - Turn on cinematic mode causes desyncs. Try deactivating this action, and test the map. Also, your Player Group action leaks.


Thank you! That will probably be the reason (The cinematic mode that is)

Also, if you wouldn't mind, where does my player group action leak? (Thought I had cleaned it)
 

SFilip

Gone but not forgotten
Reaction score
634
Why did you add those local variables? You don't need them, really.
 

SFilip

Gone but not forgotten
Reaction score
634
Actually they could've been the reason for something to go wrong...not a server split, but you wouldn't, for example, be able to read something from either of those from player/unit group "Loop - Actions".

In other words don't do it unless you really, really have to.
 

The Big S

New Member
Reaction score
6
Oh okay. All I knew was that memory leaks were bad, and that locals and then nulling locals was the way to go to prevent them :(
 
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