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Merge pull request #29 from proepkes/develop
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proepkes authored Feb 2, 2019
2 parents 4e1c7af + 10e7308 commit 7941a88
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5 changes: 2 additions & 3 deletions Engine/Core/World.cs
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using System;
using System.Collections.Generic;
using System.Collections.Generic;
using System.Linq;
using Entitas;
using Lockstep.Core.Features;
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if (Contexts.gameState.isPredicting)
{
Contexts.gameState.isPredicting = false;
}
}

Execute();
Cleanup();
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4 changes: 2 additions & 2 deletions README.md
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Initial commit was targeting the following protocol: https://www.reddit.com/r/Unity3D/comments/aewepu/rts_networking_simulate_on_serverbeat/. It turned out that bad network conditions made the game unplayable. The project has shifted to an architecture you see below.

Currently the rollback of adding new entities is working (for 2 players). If you spawn entities in both instances the game will result in a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.
Currently the rollback of adding new entities should be stable. If you spawn entities in multiple instances, all simulations will have in a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.

Rollback for entity-changes is currently in progress. Using the navigation-feature in combination with rollback will lead to desync or game crashes.
Rollback for entity-changes (e.g. position-change) is currently in progress. Using the navigation-feature in combination with rollback will lead to desync or game crashes.

![Overview](/Docs/Overview.svg "Overview")

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