Periwink
Periwink
Unreal does this with NetUpdateFrequency: https://docs.unrealengine.com/4.27/en-US/InteractiveExperiences/Networking/Actors/ReplicationFlow/ - How to reconcile this with the server's server_update_interval?
For example what if a user only wants to replicate one component?
- if other players are interpolated in the past, and current player is in the present, we need lag compensation to register hits - I believe that lag compensation only...
Currently the examples have an ugly "Global" resource that helps you track who is the owner of an entity. I'm not entirely sure that's needed, because the `PlayerId` component should...
Pre-requisite knowledge: - JustPressed becomes Pressed in a system that runs in PreUpdate (so once-per-frame). - leafwing systems do not run in FixedUpdate - lightyear handles inputs in FixedUpdate, to...
We might need an Arc around the World to apply the replication changes, but otherwise we can deserialize/serialize all messages in parallel
Currently the flow looks like: - client.send_message_to_other_clients - server receives the message in `receive` - server re-buffers the message immediately in the message manager in the same `receive` call. Ideally...
For ComponentUpdate replication, we send all updates since the last ACK-ed update. For leafwing inputs we currently have an issue where if a diff like JustPressed is lost, the server/client...
My end goal is to be able to deploy a multiplayer web game (or if not web, with dedicated servers), with lobbies/arenas/matchmaking. One potential solution for this is to integrate...
A) global inputs are being sent from Client to Server, but the server doesn't handle them currently because - I don't know how to represent the input of each client...