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Implemented Proposed EnergyLink 2.0 protocol #3117
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Not tested, but if it doesn't break anything I'm fine with it.
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Very simple 2-liner. The only reason why this is a core PR is because these two games have their client in core.
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Tested the changes in Factorio and experienced no functional issues, not that any would be expected anyway. It's a pretty simple change.
Looks good but this probably warrants a docs change right? So people know they should implement this into their remote clients as well |
Well there are no docs about energy link, i created those separatly in #2244, the scope of 2244 is bigger tho it covers a lot of data storage topics |
I actually wonder now if there should just be a generic MultiServer.py change that makes all datastorage operation replies always report the slot that did the operation That would have the same effect, but clients wouldn't need to make any changes to support it (Apologies if that's already part of 2244, I have not looked at it) |
Like, how about this? https://github.com/ArchipelagoMW/Archipelago/pull/3747/files |
What is this fixing or adding?
A
slot
number to the EnergyLink Set packets, this way clients that monitor the Datastorage key for EnergyLink can see theslot
, and thereby over some time like 10-15 minutes gather some statistics about what players are contributing or draining the mostThis change is fully backwards compatible with the current EnergyLink implementation
This is information can be used for bragging rights, but its mostly intended to help balance enerylink across games, where on large multiworlds it can tracked what games add or drain a lot more or less than other and balance their ratio's based on that
How was this tested?
Not yet, its a super simpel change so i dont forsee any issues here, but would love for someone to try EnergyLink on Factorio or Pokemon R/B