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Melty Blood Auditorium / Re: CCCaster v1.1 - Netplay client for MBAACC 1.4.0
« on: May 06, 2013, 09:56:38 AM »The way my caster works, a desync shouldn't happen due to a few dropped packets. However it may happen if a series of packets get dropped or delayed. It does seem really weird that it only happens on wired.
I'd like to point out that, although it's extremely rare, corrupted packets do occasionally make valid checksums, improbable as it seems. Even if you do everything 'right', you can't completely avoid desyncs on the internet. (Throwing some extra checksums in doesn't hurt though. Caster itself doesn't bother, and for rollcaster, the rollbacks cover a lot of these up anyway.)
Blocking the game while waiting for data shouldn't cause any desync errors though, provided your wait loop is at the right place. If you get worried about any sort of FPU shenanigans, store the FPU data when you block and reload it when it's time to unblock. But those shouldn't happen without video calls.