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Updated Multiplayer (markdown)
@@ -31,4 +31,11 @@ openrct2 --server 192.168.1.102 --port 22050
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## De-synchronisation
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In order for network games to be reliable, they must stay synchronised. This works by each client always running the game slightly later than the server and never overtake its number of game ticks. When a player sends a game action (e.g. placing a path or opening a ride) - the action is sent to the server. The server then sends the action to all the clients - the clients then all run the action on precisely the same game tick as the server. So long as the game logic is deterministic, the games remain synchronised down to every peep position.
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Currently there are still bugs relating to the initial connection setup and some of the user actions which cause the game state to diverge between the server and the client. If the client detects that its game state is not the same as the server, it will automatically disconnect. The client is able to reconnect to the server if this happens.
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Currently there are still bugs relating to the initial connection setup and some of the user actions which cause the game state to diverge between the server and the client. If the client detects that its game state is not the same as the server, it will automatically disconnect. The client is able to reconnect to the server if this happens.
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If you would like to ignore de-synchronisation for testing purposes, you can set the following configuration option as a client in your config.ini file. This will alert you when the game has desynchronised but keep the connection open so you can still play. **Warning:** doing this can lead to strange side effects.
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```
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[network]
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stay_connected = true
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```
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