(Multiplayer) destroy delay on associated peer objects

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  • Problem Description

    A multiplayer project has a player object being sync'd to all peers that spawns new objects that are also being sync'd to all peers.

    The new objects are being associated with the multiplayer peer that spawned them using the Multiplayer.Associate object with peer action.

    When the host destroys a spawned object it is immediately destroyed on the host but on the client peers there is a delay of a couple of seconds before the same object is destroyed.

    If you do not use the Multiplayer.Associate object with peer action then the object is immediately destroyed on the host and client peers.

    The problem was also reported in this thread: https://www.scirra.com/forum/multiplayer-kill-delay-on-client-when-associated_t123243

    Attach a Capx


    Description of Capx

    The Capx is a modified Scirra Multiplayer Pong tutorial that demonstrates the problem.

    Steps to Reproduce Bug

    • Run two instances of the capx project and start a new game with the host and client peer in separate browser windows that you can see at once.
    • There are no player controls, the game will automatically fire two coloured balls from each player using a repeating timer - blue balls are associated objects and the red balls are not associated. Balls are destroyed when they collide with the barrier.

    Observed Result

    You will see on the host screen that both ball types are destroyed immediately when they hit the barrier but on the client peer screen the blue balls (associated) will pass through the barrier and after a couple of seconds will be destroyed.

    Expected Result

    The blue balls that are associated objects should be destroyed immediately on the client peer just as they are destroyed immediately on the host.

    Affected Browsers

    • Chrome: (YES)
    • FireFox: (YES)

    Operating System and Service Pack

    Windows 7 SP1 64 bit

    Construct 2 Version ID

    r222 64bit

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