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2021-10-24 19:30 UTC

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IDProjectCategoryView StatusLast Update
0001953OpenClonkEnginepublic2017-11-05 12:56
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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.
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Attached Files




occ (reporter)

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
Date Modified Username Field Change
2017-11-05 12:22 Luchs New Issue
2017-11-05 12:56 occ Note Added: 0005891
+Issue History