Comments (2)
Oh that's a good one! I remember encountering this, maybe I just haven't gotten around to fixing it yet.
I'm considering having a spawned_at
field on RollbackSynchronizers to store when they were spawned, and not run any logic on ticks older than that.
Either way, thanks for raising!
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I'm considering having a spawned_at field on RollbackSynchronizers to store when they were spawned, and not run any logic on ticks older than that.
This is a great idea, I could even make a PR for it if you wish :)
It is superior to my idea of the player_joined_at_tick
variable, since each state is its own thing, instead of caring exclusively for a player (as you mentioned in that other issue, the context of a player changes in each game)
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Related Issues (20)
- Entity IDs to be u_int32 instead of 12-character strings. HOT 3
- Bomb Physics sometimes push on wrong direction HOT 3
- Settings have no tooltip/explanation
- Implement Input Delay
- Spawning location should be server-sided, not client-sided HOT 2
- Expand History Limit HOT 2
- NetworkWeapon._can_fire() will desync if dependent on NetworkTime.tick HOT 1
- Unused variable: _record_input_props: Array[PropertyEntry]
- input_redundancy rename and check HOT 9
- `NetworkWeapon.fire()` is not within Inputs. HOT 3
- all properties should be marked with a tick timestamp
- Player Singleton (`NetworkCommonData`) to store important immutable variables (player_id, session_id) HOT 2
- Simplify Interpolators class HOT 10
- avatar state should synchronize the property `Position` and `Quaternion`, instead of `Transform3D` HOT 1
- No physics applied to RigidBody3D when TickInterpolator also active HOT 5
- Disabling Input Broadcast, breaks movement (at 150ms tick delay) HOT 5
- Needless authority check on repulse effect
- Delayed bomb explosion force
- Reconcillation math explanation
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