Editing Online desynchronization

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==Overview==
==Overview==
Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system, but the other system believes the grab whiffed, so the fighter simply crouches on that end. Re-syncing a match is sometimes possible, but requires an extensive and usually unfeasible amount of coordination between the players involved, and the cause of the original desynch will likely cause another disconnection later.
Once a match is desynched, the players are essentially playing different matches. Inputs will be sent and acted upon as usual, but the results of the inputs can be wildly different - a control stick input might be a down throw on one system, but the other system believes the grab whiffed, so the fighter simply crouches on that end. Re-syncing a match is sometimes possible, but requires an extensive and usually unfeasible amount coordination between the players involved, and the cause of the original desynch will likely cause another disconnection later.


All ''Smash'' games with an online mode can disconnect players when it detects a desynch. When playing online, the games send information about the actions performed, mostly, but they can also send information that needs to be loaded. While less common event then a desynched action, an element that loads on one end can sometimes not load on the other for some reason. For example, a player may open a [[Smash Ball]] on one screen during a desynched online match, but not on another. On the console where the Ball is opened, the game will load data for the corresponding Final Smash, and will send all other players a message saying that the Final Smash has been loaded. Since the other consoles believes no Smash Ball has been opened, and no Final Smash had to be loaded by extension, this "loading successful" message is treated as a mistake. After around 10 seconds, both ends acknowledge that a desynch has occured, and all players are disconnected.
All ''Smash'' games with an online mode can disconnect players when it detects a desynch. When playing online, the games send information about the actions performed, mostly, but they can also send information that a loadable element has finished loading. If a match is desynched, a player may open a [[Smash Ball]] on one screen, but not on another. On the console where the Ball is opened, the game will load data for the corresponding Final Smash, and will send all other players a message saying that the Final Smash has been loaded. Since on the other consoles no Smash Ball has been opened, and no Final Smash had to be loaded, this "loading successful" message is treated as a mistake. After around 10 seconds, it's acknowledged that a desynch has inevitably fallen into place, and all players are disconnected.


==Causes==
==Causes==

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