1
0
mirror of https://github.com/OpenRCT2/OpenRCT2 synced 2025-12-10 09:32:29 +01:00

Prettify links

Margen67
2021-04-28 15:51:31 -10:00
parent 89c06907f8
commit 78545f0403

@@ -78,16 +78,16 @@ systemctl start openrct2.service
## Starting the client ## Starting the client
To connect to a server, click "Multiplayer" from the Main Title of OpenRCT2, and then select the server. If the server is not on the list, click "New Server", and enter the IP/hostname of the server. After that, click on the entry to connect the server. If the server is not running on the default port, you can specify that after the IP address, e.g. `127.0.0.1:22050`. To connect to a server, click "Multiplayer" from the Main Title of OpenRCT2, and then select the server. If the server is not on the list, click "New Server", and enter the IP/hostname of the server. After that, click on the entry to connect the server. If the server is not running on the default port, you can specify that after the IP address, e.g. `127.0.0.1:22050`.
To connect to a server by command line with the IP address 192.168.1.102 and listening on port 22050 in command prompt, type the following command (replace with the actual values of the server you want to connect to): To connect to a server by command line with the IP address 192.168.1.102 and listening on port 22050, run the following command (replace with the actual values of the server you want to connect to):
``` ```
openrct2 join 192.168.1.102 --port 22050 openrct2 join 192.168.1.102 --port 22050
``` ```
## Permissions ## Permissions
See [[Multiplayer-permissions]] See [[Multiplayer permissions]].
## Desynchronisation ## Desynchronisation
_For a list of causes, see here_: [[Multiplayer-issues]] For a list of causes, see [[Multiplayer issues]].
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. 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.