• Log InLog In
  • Register
Liquid`
Team Liquid Liquipedia
EDT 18:19
CEST 00:19
KST 07:19
  • Home
  • Forum
  • Calendar
  • Streams
  • Liquipedia
  • Features
  • Store
  • EPT
  • TL+
  • StarCraft 2
  • Brood War
  • Smash
  • Heroes
  • Counter-Strike
  • Overwatch
  • Liquibet
  • Fantasy StarCraft
  • TLPD
  • StarCraft 2
  • Brood War
  • Blogs
Forum Sidebar
Events/Features
News
Featured News
Maestros of the Game: Week 1/Play-in Preview12[ASL20] Ro24 Preview Pt2: Take-Off7[ASL20] Ro24 Preview Pt1: Runway132v2 & SC: Evo Complete: Weekend Double Feature4Team Liquid Map Contest #21 - Presented by Monster Energy13
Community News
LiuLi Cup - September 2025 Tournaments2Weekly Cups (August 25-31): Clem's Last Straw?39Weekly Cups (Aug 18-24): herO dethrones MaxPax6Maestros of The Game—$20k event w/ live finals in Paris53Weekly Cups (Aug 11-17): MaxPax triples again!15
StarCraft 2
General
#1: Maru - Greatest Players of All Time Production Quality - Maestros of the Game Vs RSL 2 Geoff 'iNcontroL' Robinson has passed away Heaven's Balance Suggestions (roast me) Maestros of the Game: Week 1/Play-in Preview
Tourneys
RSL: Revival, a new crowdfunded tournament series Chzzk MurlocKing SC1 vs SC2 Cup Sea Duckling Open (Global, Bronze-Diamond) Maestros of The Game—$20k event w/ live finals in Paris LiuLi Cup - September 2025 Tournaments
Strategy
Custom Maps
External Content
Mutation # 489 Bannable Offense Mutation # 488 What Goes Around Mutation # 487 Think Fast Mutation # 486 Watch the Skies
Brood War
General
Pros React To: herO's Baffling Game ASL20 General Discussion BGH Auto Balance -> http://bghmmr.eu/ BW General Discussion Victoria gamers
Tourneys
[IPSL] ISPL Season 1 Winter Qualis and Info! [Megathread] Daily Proleagues Is there English video for group selection for ASL Small VOD Thread 2.0
Strategy
Simple Questions, Simple Answers Muta micro map competition Fighting Spirit mining rates [G] Mineral Boosting
Other Games
General Games
Stormgate/Frost Giant Megathread General RTS Discussion Thread Nintendo Switch Thread Path of Exile Warcraft III: The Frozen Throne
Dota 2
Official 'what is Dota anymore' discussion
League of Legends
Heroes of the Storm
Simple Questions, Simple Answers Heroes of the Storm 2.0
Hearthstone
Heroes of StarCraft mini-set
TL Mafia
TL Mafia Community Thread Vanilla Mini Mafia
Community
General
US Politics Mega-thread The Games Industry And ATVI Russo-Ukrainian War Thread Canadian Politics Mega-thread European Politico-economics QA Mega-thread
Fan Clubs
The Happy Fan Club!
Media & Entertainment
[Manga] One Piece Anime Discussion Thread Movie Discussion! [\m/] Heavy Metal Thread
Sports
MLB/Baseball 2023 2024 - 2026 Football Thread Formula 1 Discussion TeamLiquid Health and Fitness Initiative For 2023
World Cup 2022
Tech Support
Computer Build, Upgrade & Buying Resource Thread High temperatures on bridge(s)
TL Community
The Automated Ban List TeamLiquid Team Shirt On Sale
Blogs
Collective Intelligence: Tea…
TrAiDoS
A very expensive lesson on ma…
Garnet
hello world
radishsoup
Lemme tell you a thing o…
JoinTheRain
RTS Design in Hypercoven
a11
Evil Gacha Games and the…
ffswowsucks
INDEPENDIENTE LA CTM
XenOsky
Customize Sidebar...

Website Feedback

Closed Threads



Active: 1079 users

I Made A Replay Syncer

Blogs > sztanpet
Post a Reply
sztanpet
Profile Blog Joined April 2010
Hungary44 Posts
May 13 2011 23:47 GMT
#1
I was a bit bored, and thought would make a very simple replay syncer and in the process learn about windows system programming.
This is the result:
[image loading]

Very simplistic, there is no NAT traversal or anything, you punch in the port you want to make the server on, and you punch in the IP and port if you want to connect. If your computer is not directly accessible from the internet, you will have to set up port-forwarding or configure your firewall correctly.
It uses UDP as its protocol.

How does it do its thing?
You set up the server, clients connect and every 200 miliseconds we send everyone a message with a timestamp, who then send it back. We now know our ping towards that connection.
When receiving the start command, a 5 second delay will start after which the application sends the Starcraft II window the "p" button press. The delay takes the ping into account to achieve as exact of a synchronization as possible.
No install, just a single executable.

What do you need to run the code?
.Net framework version 4 (that limits it to XP sp2 and up I think)

There must be countless bugs in the code I'm sure, and I'm new to this, so be gentle with your criticism. The code is open source and available at https://github.com/sztanpet/SC2ReplaySync I plan to license it as GPLv2 but was too lazy to add the necessary things as of yet.

The binary can be downloaded from here.

Customization features will be the most requested feature I'm guessing, but I do not have much time to work on this, but it's in the works. Also the way we detect the SC2 window is english specific so I'm guessing it wont work on non-english clients.

Hope someone finds it usefull

*****
sztanpet
Profile Blog Joined April 2010
Hungary44 Posts
May 13 2011 23:50 GMT
#2
Currently known things about the code include: because UDP is a "stateless" protocol we don't actually check if the other end of the connection is still there or not, so even after a client disconnects, the server sends pings. Not a biggie I think.
frogmelter
Profile Blog Joined April 2009
United States971 Posts
May 14 2011 00:17 GMT
#3
Wow this is a pretty amazing tool

Thanks for making it

Slight desyncs in replays are pretty frustrating
TL+ Member
Gonff
Profile Joined May 2010
United States686 Posts
May 14 2011 02:42 GMT
#4
On May 14 2011 09:17 frogmelter wrote:
Wow this is a pretty amazing tool

Thanks for making it

Slight desyncs in replays are pretty frustrating

Agreed. I get really annoyed when casters' replays aren't synched. Hopefully they start using this tool to save us and themselves from further frustration.
Maliris
Profile Blog Joined April 2011
Northern Ireland2557 Posts
Last Edited: 2011-05-14 04:00:34
May 14 2011 03:13 GMT
#5
wow, nice tool, certainly very helpful for casting. hope more people use this so we don't get instances like clash of the titans (T_T)
"Religion is something left over from the infancy of our intelligence, it will fade away as we adopt reason and science as our guidelines."
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
May 14 2011 03:39 GMT
#6
So what's going on, you both connect to the server which syncs the two systems and then tries to unpause the replay at the same time? And since you are using UDP, what do you do if the unpause packet doesn't reach one or more sides? Though I assume you probably manually doing something at the application level that tries to do packet acknowledgement? Or is this working completely differently from what I think D:

Hehe curious for more details ^^
EatThePath
Profile Blog Joined September 2009
United States3943 Posts
May 14 2011 05:32 GMT
#7
Very cool, nice work. I don't want to take away from it at all, but I don't think this is the main issue with trying to do replays at the same time. The main issue is that SC2 actually plays back the game slightly faster or slower based on your computer. So even if you start at exactly the same time, you can get seconds apart over the course of a longer game (which we've seen recently in TSL for example). =\
Comprehensive strategic intention: DNE
Sermokala
Profile Blog Joined November 2010
United States13973 Posts
May 14 2011 06:09 GMT
#8
really surprised that this hasn't been created yet.

Very well done sir you should Have named it after youself I think its fitting for it.
A wise man will say that he knows nothing. We're gona party like its 2752 Hail Dark Brandon
sztanpet
Profile Blog Joined April 2010
Hungary44 Posts
May 14 2011 07:50 GMT
#9
On May 14 2011 12:39 EtherealDeath wrote:
So what's going on, you both connect to the server which syncs the two systems and then tries to unpause the replay at the same time? And since you are using UDP, what do you do if the unpause packet doesn't reach one or more sides? Though I assume you probably manually doing something at the application level that tries to do packet acknowledgement? Or is this working completely differently from what I think D:

Hehe curious for more details ^^


nope, no ack or anything, that might be a good idea now that you mention it tho
Raelcun
Profile Blog Joined March 2008
United States3747 Posts
May 14 2011 08:10 GMT
#10
The problem with this is starting the replay at the same time is not the issue when it comes to casting. Computers actually process the replays at different speeds and desync over time is the bigger issue.
Flavalanche
Profile Joined May 2010
United States164 Posts
May 14 2011 13:49 GMT
#11
Oh wow this is great. gj on making this, maybe blizzard will integrate it :D
Sup.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
Last Edited: 2011-05-14 22:12:42
May 14 2011 22:00 GMT
#12
On May 14 2011 17:10 iCCup.Raelcun wrote:
The problem with this is starting the replay at the same time is not the issue when it comes to casting. Computers actually process the replays at different speeds and desync over time is the bigger issue.


Yea that's what I thought.

What I had thought this might/should be doing (and this would be dependent on how quickly it is possible to pause/unpause at the application level - one can imagine that if pause/unpause actually has negligible native latency of action, then one could play the replay at speeds such as 0.8x faster through throttling of pause/unpause, though from the user interface level it seems that there is nontrivial pause/unpause latency). But, assuming you could pause/unpause very quickly in order to create a smooth and throttle-able replay, then at the initial synchronization, you would use NTP to synchronize the clocks of the computers involved. Thereafter, each sync packet would contain both the current gametime and the current clocktime, and you would make some algorithm which works above the network layer of the application in order to determine how much you need to throttle the replay speed. This may involve saving state information, i.e. what the local gametime/clocktime data has been over the last minute or something. I'm not sure how often you would want to throttle in order to preserve a relatively stable replay speed with not much "slowdown" - maybe constant throttling? Might have to test empirically.

Maybe you would save state information every 250ms or so, so 4 states per second. It is kind of unfortunate that game seconds and real seconds don't match up - maybe instead you would use a frame time that corresponds to something like 1/4 a game second. Various variables to test out!

But, none of this would work very well if you can't pause/unpause smoothly at the application level.

I suppose, if you can't pause/unpause smoothly, then we could let there be some allowable desync - say, within 1.5 game seconds or something (but even that is probably too large, so maybe in practice it must be within 1 game second or even less). This would be done using the same gametime/clocktime pairs mentioned above. If one party gets ahead, then the party which is ahead serves as the client which initiates a 3-way handshake agreeing to pause the game at some gametime in the near future. The party which is behind then initiaties the unpause handshake (to unpause at some specified clocktime) once the pause has been done. Of course, in case of various reverse desyncing, in order to agree to unpause the party which previous was ahead must check that it actually has paused the game before handshaking. Once the handshake is complete, then we resume.

I'm not sure how annoying it would be to watch if the two computers kept desyncing like mad, since you might pause a lot, but in that case I suppose you'd be screwed for casting anyways. The smoothness I suppose would be a function of the desync window you allow, but then again, the length of the pause will be somewhat related to this as well - I don't think the combined delay inherent in handshaking would combine to be more than a second, so the desync window may be equal or even a couple times greater in temporal length. edit - On second thought you would probably have to set the unpause time a few seconds into the future in order to allow for possible network burps so you don't screw yourself over in terms of how many times you interpret a possible packet loss or something.

Whew that was a long post lol.
sztanpet
Profile Blog Joined April 2010
Hungary44 Posts
Last Edited: 2011-05-15 12:01:42
May 15 2011 12:00 GMT
#13
yea, thought about that, not even trying to implement some of the ideas in there, desync is a non-issue for me and "its good enough"
patches welcome though
kyarisan
Profile Joined May 2010
United States347 Posts
May 15 2011 14:07 GMT
#14
i have a question about the relative replay speed on different machines, to those who might understand the issue better:

if having relative replay speeds on different machines with identical replays and settings is what is preventing blizzard from implementing group replay watching, how is the game itself somehow magically synchronized between two players but this concept somehow does not forward into replays as well? very confusing double standard to someone who doesnt have it all figured out such as myself.
EtherealDeath
Profile Blog Joined July 2007
United States8366 Posts
May 15 2011 18:08 GMT
#15
On May 15 2011 23:07 kyarisan wrote:
i have a question about the relative replay speed on different machines, to those who might understand the issue better:

if having relative replay speeds on different machines with identical replays and settings is what is preventing blizzard from implementing group replay watching, how is the game itself somehow magically synchronized between two players but this concept somehow does not forward into replays as well? very confusing double standard to someone who doesnt have it all figured out such as myself.


It slows down gameplay if sync packets are not yet received - like, it literally pauses the game. Try throttling your available SC bandwidth in game, you'll see, once you make the packets queue up a lot.
Please log in or register to reply.
Live Events Refresh
OSC
22:00
OSC Elite Rising Star #16
davetesta58
Liquipedia
[ Submit Event ]
Live Streams
Refresh
StarCraft 2
ForJumy 110
SpeCial 82
StarCraft: Brood War
sSak 66
NaDa 12
Noble 7
Dota 2
420jenkins388
League of Legends
JimRising 548
Counter-Strike
Fnx 1428
Stewie2K492
Heroes of the Storm
Khaldor174
Other Games
summit1g5334
Grubby3804
FrodaN2304
Sick139
Organizations
StarCraft 2
Blizzard YouTube
StarCraft: Brood War
BSLTrovo
sctven
[ Show 19 non-featured ]
StarCraft 2
• musti20045 54
• RyuSc2 41
• Adnapsc2 8
• Kozan
• AfreecaTV YouTube
• intothetv
• sooper7s
• IndyKCrew
• LaughNgamezSOOP
• Migwel
StarCraft: Brood War
• blackmanpl 34
• FirePhoenix9
• Azhi_Dahaki3
• STPLYoutube
• ZZZeroYoutube
• BSLYoutube
Dota 2
• masondota21712
League of Legends
• Doublelift6745
Other Games
• tFFMrPink 15
Upcoming Events
RSL Revival
11h 41m
Cure vs Bunny
Creator vs Zoun
Maestros of the Game
18h 41m
Maru vs Lambo
herO vs ShoWTimE
BSL Team Wars
20h 41m
Team Hawk vs Team Sziky
Sparkling Tuna Cup
1d 11h
Monday Night Weeklies
1d 17h
The PondCast
4 days
Online Event
5 days
BSL Team Wars
5 days
Team Bonyth vs Team Dewalt
BSL Team Wars
5 days
Maestros of the Game
6 days
[ Show More ]
Cosmonarchy
6 days
Bonyth vs Dewalt
[BSL 2025] Weekly
6 days
Liquipedia Results

Completed

Proleague 2025-09-02
SEL Season 2 Championship
HCC Europe

Ongoing

Copa Latinoamericana 4
BSL 20 Team Wars
KCM Race Survival 2025 Season 3
BSL 21 Qualifiers
BSL 21: BSL Points
ASL Season 20
CSL 2025 AUTUMN (S18)
LASL Season 20
RSL Revival: Season 2
Maestros of the Game
Chzzk MurlocKing SC1 vs SC2 Cup #2
BLAST Open Fall 2025
BLAST Open Fall Qual
Esports World Cup 2025
BLAST Bounty Fall 2025
BLAST Bounty Fall Qual
IEM Cologne 2025
FISSURE Playground #1

Upcoming

2025 Chongqing Offline CUP
BSL Polish World Championship 2025: Warsaw LAN
BSL Season 21
BSL 21 Team A
EC S1
BLAST Rivals Fall 2025
IEM Chengdu 2025
PGL Masters Bucharest 2025
Thunderpick World Champ.
MESA Nomadic Masters Fall
CS Asia Championships 2025
ESL Pro League S22
StarSeries Fall 2025
FISSURE Playground #2
TLPD

1. ByuN
2. TY
3. Dark
4. Solar
5. Stats
6. Nerchio
7. sOs
8. soO
9. INnoVation
10. Elazer
1. Rain
2. Flash
3. EffOrt
4. Last
5. Bisu
6. Soulkey
7. Mini
8. Sharp
Sidebar Settings...

Advertising | Privacy Policy | Terms Of Use | Contact Us

Original banner artwork: Jim Warren
The contents of this webpage are copyright © 2025 TLnet. All Rights Reserved.