OpenClonk Bugtracker - OpenClonk
View Issue Details
0001953OpenClonkEnginepublic2017-11-05 12:222017-11-05 12:56
Assigned To 
PlatformOSOS Version
Product Version 
Target Versiongit masterFixed in Version 
Summary0001953: During runtime join, existing players are invalid in OnSynchronized() call
DescriptionRuntime join causes an OnSynchronized script call right after the savegame is created/loaded. During this call on the joining client, existing players apparently aren't valid and GetPlayerType() returns 0 for them. If code checking the player type in OnSynchronized conditionally does sync-relevant stuff (like creating an effect), the joining player immediately desyncs.
Steps To ReproduceCompare GetPlayerType(some_player) in an OnSynchronized() call during runtime join on host and client.
TagsNo tags attached.
Attached Files

2017-11-05 12:56   
Hi! There's been a check-in that references this bug. For more information you can visit the repository browser at this address:

Changeset c0047bd by Lukas Werling <>
Fix a desync during runtime join (GH-58)

This is a workaround for a more complex engine-side issue. See 0001953

Issue History
2017-11-05 12:22LuchsNew Issue
2017-11-05 12:56occNote Added: 0005891