Comments (8)
(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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the problem is desyncing
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the problem is desyncing
What is desyncing? And what is it supposed to do
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the problem is desyncing
What is desyncing? And what is it supposed to do
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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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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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Awsus. Silly me. I misunderstood. I am going to pack
my stuff and leave this thread to keep some dignity.
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This suggestion is now stale, and will be automatically closed.
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Related Issues (20)
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