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

Updated Multiplayer (markdown)

Margen67
2017-03-07 09:20:23 -08:00
parent 5344961ed1
commit 8683da44b0

@@ -77,7 +77,8 @@ openrct2 join 192.168.1.102 --port 22050
See https://github.com/OpenRCT2/OpenRCT2/wiki/Permissions-in-multiplayer
## Desynchronisation
For a list of causes, see here: https://github.com/OpenRCT2/OpenRCT2/wiki/Multiplayer-issues
_For a list of causes, see here_: https://github.com/OpenRCT2/OpenRCT2/wiki/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.
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.