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Carbone13 avatar Carbone13 commented on June 21, 2024

Hey there, I suggest reading my last comment on your PR, it explains the situation well.
Also I'm working on a 100% deterministic physics. It still need more functionalities but once coupled with this repo, it could give good result.
About the second solution it can be something to implement, I mean if people don't want it they may just turn it off. The good point is that such logic is already implemented at the end of the sync manager, it's only comparing state and crying if they don't match and the send logic is not abstracted to the Network Adaptor, but that's not a big amount of work tbh 🙂

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FireBrandMint avatar FireBrandMint commented on June 21, 2024

Okay, now i read it.

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FireBrandMint avatar FireBrandMint commented on June 21, 2024

Oh that's right, now i'm reading it, you're talking about RemotEstateMismatch, thank you for you patience,

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Carbone13 avatar Carbone13 commented on June 21, 2024

Yes exactly, now the logic need to be determined, if we discover a mismatch we need a strong logic to determine which one is right

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FireBrandMint avatar FireBrandMint commented on June 21, 2024

Maybe just say "if it's the client then your state is wrong and you must resimulate" then?

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Carbone13 avatar Carbone13 commented on June 21, 2024

Yes but as this is 100% p2p their is no clear server, but well most of the game will implement a "group/game master" guy, so it should not be a problem 🙂

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Carbone13 avatar Carbone13 commented on June 21, 2024

As long as everyone end up in the same state, that's all we want 😅

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FireBrandMint avatar FireBrandMint commented on June 21, 2024

Yeah, that sounds very good,

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FireBrandMint avatar FireBrandMint commented on June 21, 2024

Just leaving this here, there's a problem with sending the world state: if the player changed input and the server sends them the state before the input gets rolled back without the input, that could cause a desync, the "strong logic" you talked about really matters.

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