And also this: Error saving solution: "{"non_field_errors": ["Solution is invalid."]}" I’m starting to see hitches that are clearly advancing game state incorrectly.
Do you have any reproducible “invalid solution” issues? Do they tend to happen on certain systems, or are they totally intermittent?
Are the hitches consistently causing some incorrect situation, like packets passing through nodes instead of colliding?
Are these happening at all replay speeds?
The next time you get an “invalid solution” issue, are you able to save the POST URI and JSON payload? Getting those would be a huge help, as we don’t currently log failed solutions (maybe we should)!
The problem is that I was solving them without the network tab open in the inspector, otherwise I would have already had that for you.
I’ve only reproduced this at quarter speed in Firefox. For solution-saving problems the only thing I’ve noticed for correlation is that the longer it takes to solve a system the more likely it is to error. For packet travel issues, it seems to be correlated to strings of repeater nodes.
Trying to capture a failing network request, and a failing video now.
We’ve definitely got some time drift in there, it looks like; I’ve identified a place that we’re not properly using a framerate-independent time variable.
I’ve entered this issue into our tracker. Hopefully we can improve the visual performance and the reported solution time issue with the same fix.
All known “invalid solution” issues where a solution that works on the client doesn’t work on the server have been fixed. Please make a new topic if you encounter an issue in the current version.