Libove Blog

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#gamedev progress:

After the persistence refactor I've added a networked implementation. In principal this already allows for a multiplayer server. However changes to the world state are only synced on entering a new room. This would most likely lead to inconsistent state, e.g. a book being placed in two rooms.





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Reply from datatofu:

@h4kor ??? It might just be me but, assuming you have a client server model, which allows the network multi-player you mentioned, why did you make the sync event as going into a room versus the item state?

In this one,
https://blog.libove.org/posts/d91bd5a6-ad78-46f5-a9d2-0c01e71011c6/ you mentioned saving to a single file. But in that case, assuming item instance duplication is not intentional, why not just have the server carry the load? To be sure, item duplication could be an interesting mechanic, so maybe that is a feature?


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