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Network Ownership - Improving multiplayer lag by transferring #56

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Nebual opened this issue Dec 30, 2024 · 1 comment
Open

Network Ownership - Improving multiplayer lag by transferring #56

Nebual opened this issue Dec 30, 2024 · 1 comment
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enhancement New feature or request

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@Nebual
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Nebual commented Dec 30, 2024

All gameobjects have a "network owner" for simulation purposes (unrelated to "Prop Protection ownership" as the players would be more familiar with). A player should always own their own playermodel and guns and such, but props they spawn could be more fluid - by default everything is owned by whoever spawns it, but if you try physgunning "your" prop vs your friend's, its a huge difference in perceived laggyness since Sbox has no net prediction yet.

We can use gameObject.Network.TakeOwnership(); to change who is simulating an object - this could be useful anytime you physgun something (set owner to me), as a workaround for not having prediction. Testing suggests that constraints between different network-owners are extremely sloppy, so a contraption should probably always have a single network-owner - perhaps the toolgun should switch a whole contraption over on use, or there could be a dedicated tool (or hotkey) for it - initial testing implies its pretty instant and lightweight to transfer.

@Nebual Nebual added the enhancement New feature or request label Dec 30, 2024
@Nebual
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Nebual commented Jan 2, 2025

I recently added an Ownership tool to explore this concept further

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