Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

Doors open/close status get desync'd across client/server #194

Open
roncli opened this issue Dec 2, 2021 · 1 comment
Open

Doors open/close status get desync'd across client/server #194

roncli opened this issue Dec 2, 2021 · 1 comment
Labels
bug Something isn't working Multiplayer General multiplayer issues.

Comments

@roncli
Copy link
Member

roncli commented Dec 2, 2021

Probably the biggest issue behind solving this is that a client currently can open a door and go through it immediately without lag. Implementing this would add a lag time to that.

@roncli roncli added bug Something isn't working Multiplayer General multiplayer issues. labels Dec 2, 2021
@roncli
Copy link
Member Author

roncli commented Dec 25, 2022

My best thought to resolving this is that when a door is "triggered" by a client, the client tells the server "this door was triggered", and the server tells everyone to open the door for however long doors are opened for. If a door is "triggered" by a server, it simply tells everyone to open the door for however long doors are opened for. Clients would simply close doors when instructed. If a "open door" is triggered while the door is open, it stays open longer.

This gets into ID'ing doors, and figuring out how to sync this all across client/server. Shouldn't be terribly difficult, but I don't know the first thing about where to look for this code.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
bug Something isn't working Multiplayer General multiplayer issues.
Projects
None yet
Development

No branches or pull requests

1 participant