Custom Lobby: Frequent File Transfer Failures and Unnecessary Re-Downloads of Identical Mods

:play_button: GAME INFORMATION

<sup>👇 *These details are CRITICAL; DO NOT skip them or your issue may not be reviewed.*</sup>

* **GAME BUILD #:** Steam 101.103.10863.0 #141935 17957298

* **GAME PLATFORM:** Steam

* **OPERATING SYSTEM:** Windows 10

:play_button: ISSUE EXPERIENCED

<sup>👇 *DESCRIBE THE ISSUE IN DETAIL (below). LIMIT TO *ONE* BUG PER THREAD.*</sup>

Custom lobby file transfers, especially for custom scenario files, frequently fail (approximately every 10th file transfer). The issue usually manifests as transfers getting stuck randomly during progress, rarely at 0%. Sometimes transfers appear completed, but minutes later the host receives a message stating the transfer failed. Despite this, the player remains connected and able to ready up. Upon game start, the following scenarios occur:

- Game starts normally (file possibly transferred successfully despite error message)

- Player is kicked as the game timer reaches 0, preventing game start

- Player is kicked as the game timer reaches 0, game starts with fewer players

Additionally, subscribed mods with identical versions (same checksum) repeatedly trigger file transfers unnecessarily, posing both convenience and security concerns.

:play_button: FREQUENCY OF ISSUE

<sup>👇 *How often does the issue occur? CHOOSE ONE; DELETE THE REST!*</sup>

* **50%** of the time / matches I host (SOMETIMES)

:play_button: REPRODUCTION STEPS

<sup>👇 *List CLEAR and DETAILED STEPS we can take to reproduce the issue ourselves… Be descriptive!*</sup>

Here’s the steps to reproduce the issue:

1. Host a custom lobby with a custom scenario.

2. Have other players join and initiate the file transfer by readying (or unreadying) up.

3. Observe transfers occasionally failing randomly or appearing complete and later failing.

:play_button: EXPECTED RESULT

<sup>👇 *What was SUPPOSED to happen if the bug you encountered were not present?*</sup>

- Failed downloads should retry automatically after a short delay.

- If a file transfer fails after showing 100% and the player has readied up, the system should unready the player and retry the transfer.

- Mods subscribed with identical versions (same checksum) should not repeatedly trigger transfers.

:play_button: IMAGE

<sup>👇 *ALWAYS attach a PICTURE (.jpg, .png, .gif) or VIDEO (.mp4, YouTube link) that highlights the problem.*</sup>

(To be provided) – I promise to update this with images of what a host sees in those scenarios as it happens again.
Here P5 got stuck at the File Transfer:

Here, just before the countdown finished, it showed a failed file transfer (see chat window):


:stop_sign: “Failed to transfer CBA_=REQUIEM=_V228.aoe2scenario to francisiejdo”* :stop_sign:

:play_button: GAME FILES (SAVE / RECORDING)

<sup>👇 *Attach a SAVE GAME (.aoe2spgame) or GAME RECORDING (.aoe2record) of the match where you encountered the issue. Link it below if using an external file service.*</sup>

N/A

:play_button: ADDITIONAL NOTES

File transfers currently only start when the host toggles their ready state (ready/unready), causing unnecessary inconvenience. Ideally, file downloads should start immediately upon players joining the lobby and preferably be downloaded directly from the official mod database rather than the host. This would improve security and trust, especially since some players are hesitant to download scenarios directly from other players.

* https://forums.ageofempires.com/t/download-ai-file-fails-and-lobby-auto-kicks-player/199813 could be related, but I’m not certain

* I currently experience this issue frequently during CBA games.

* I am aware that these are multiple but related bugs, and a comprehensive fix likely requires a rework of the file synchronization backend.

1 Like

With maps at least, this how it used to work in HD and before. I’ve wondered why a friend hasn’t been getting my custom map files when I start the lobby with a custom map. Good to know I probably need to toggle my status to ‘Ready’ to trigger it.

I know you are talking scenarios and I am talking maps, but I have a feeling the cause is related.

I guess it makes a little sense that it waits until that moment because what if the lobby creator switches to 3 or 4 different maps before deciding. Should lobby members have to sync all 3 or 4 of those?

A better UI/UX solution that make more sense to all would be once the host decides, they click a button next to the map (or scenario?) to transfer the file to all. It’s better, imo, because I never would have thought in a million years that the map file transfer doesn’t begin until I click ‘Ready to start game’. I thought the service was flat-out broken and so just switch to a ‘normal vanilla’ map each time