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Comments (8)

Optimal-performer-38 avatar Optimal-performer-38 commented on June 15, 2024 1

(This is irrelevant to the post lol im self advertising sowwy but heck yeah I agree with syncing memcells instead of individual values inside)
https://www.reddit.com/r/Mindustry/comments/16ogqar/a_slightly_better_version_that_can_store_about/

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SkyeTheFoxyFox avatar SkyeTheFoxyFox commented on June 15, 2024

the problem is desyncing

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Optimal-performer-38 avatar Optimal-performer-38 commented on June 15, 2024

the problem is desyncing

What is desyncing? And what is it supposed to do

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Varxalaxiacis avatar Varxalaxiacis commented on June 15, 2024

the problem is desyncing

What is desyncing? And what is it supposed to do

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Varxalaxiacis avatar Varxalaxiacis commented on June 15, 2024

dsync :
basicly client 1 and 2 precive or got data diffrently like
player 1: supposed to have data(a) but got data(b)
player 2: however got data(a)

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SkyeTheFoxyFox avatar SkyeTheFoxyFox commented on June 15, 2024

No, desync is where the client and server have a different value for the same variable or cell index. This is because mindustry doesn't actively sync data between the server and clients to save on network usage. This leads to problems with world logic that intends to work in multiplayer, as they can end up doing different things for different people. to combat this we got the sync instruction, it will sync a variable when ran, however, due to the nature of it, it struggles to sync data if the variable has to change multiple times during a code loop, such as when you're looping over stuff.

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Optimal-performer-38 avatar Optimal-performer-38 commented on June 15, 2024

Awsus. Silly me. I misunderstood. I am going to pack
my stuff and leave this thread to keep some dignity.

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github-actions avatar github-actions commented on June 15, 2024

This suggestion is now stale, and will be automatically closed.

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