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Sync PowerSystem #502

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7 of 15 tasks
sp00ktober opened this issue Jan 15, 2022 · 0 comments
Open
7 of 15 tasks

Sync PowerSystem #502

sp00ktober opened this issue Jan 15, 2022 · 0 comments
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enhancement New feature or request

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@sp00ktober
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sp00ktober commented Jan 15, 2022

Currently we do not have proper syncing of the PowerSystem resulting in possible minor or bigger desyncing of it. This would then lead to even bigger desync in production and thus factory state.

To solve this im working on a proper implementation and track my progress and thoughts here (mainly for myself as a "todo list"), but im happy for any input.

I try to find a good compromise between computing stuff client side and transmit state from host to not stress the network more than needed while still having a state close to the hosts one.

  • Sync consumer and generator ratio for each PowerNetwork the client knows about
  • Sync num35 as it can be used together with the above values to compute num46 which is generateCurrentTick
  • Compute generateCurrentTick as it is a main part for the power facilities animations
  • client side check if capacityCurrentTick is high enough (no fuel check), and if not turn off animation
  • compute signs client side
  • fix network id missmatch resulting in wrong values and/or unfunctional consumers while having power
  • Sync UI of power facilities while they are opened
  • Sync statistics
  • Tesla Towers and Wireless Towers
  • geotermal power
  • Power exchangers
  • Compute fuel amount and current stored energy clientside
  • Periodically sync fuelCount, fuelHeat and fuelEnergy with host
  • improve serialization code
  • clear cache when exiting game
@sp00ktober sp00ktober added the enhancement New feature or request label Jan 15, 2022
@sp00ktober sp00ktober self-assigned this Jan 15, 2022
@sp00ktober sp00ktober linked a pull request Jan 16, 2022 that will close this issue
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