Compare commits
3 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 792c92c121 | |||
| f47baf957e | |||
| 5c64210a3f |
@@ -171,28 +171,14 @@ World objects (pickables, harvestables) are **not** NetworkObjects. They use the
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||||
owns a synced set of inactive ids + server-side authority (health, loot, drops) via RPC.
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||||
Add new harvestable/pickable-like world state here, not as per-object NetworkObjects.
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||||
`ItemData` cannot cross the wire — map items to ids through `ItemDatabase`
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(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items).
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(**Tools ▸ Ashwild ▸ Rebuild Item Database** after adding items). `BuildRegistry` +
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`BuildableDatabase` mirror this for placed structures (which also accumulate to high counts).
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**Placed structures are the deliberate exception — they ARE NetworkObjects.** `BuildRegistry` spawns
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every committed build server-side (`ServerManager.Spawn`) and each one carries its own state on its
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own `BuiltStructure`. This used to be a data registry (a `SyncList` of pose records each client
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instantiated locally), and it was changed on purpose: the records never saved the GameObjects — those
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were instantiated locally anyway, so memory, colliders and draw calls were identical — they only saved
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FishNet's per-object bookkeeping, and they forced a **second, incompatible mechanism** for any build
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with real state (chests, cooking stations). One mechanism for walls, chests and campfires alike is
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worth the bookkeeping at co-op base scale. Buildables still cross the wire as ids through
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`BuildableDatabase`.
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This "no NetworkObjects" rule targets genuinely **high-count, stateless** world state — the thousands
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of scatter objects — where a per-object NetworkObject buys nothing. It is **not** a blanket ban, and
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two cases deliberately go the other way:
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- **Placed structures** (hundreds, and many of them stateful) — server-spawned NetworkObjects, see above.
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- **The build ghost** (transient, one per player, moves every frame) — a NetworkObject with a
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client-authoritative NetworkTransform, spawned by `BuildRegistry`.
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Pick by **state and count together**, not by count alone: the moment an object needs its own
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replicated state, a data registry means hand-rolling what FishNet already does per object.
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This "no NetworkObjects" rule targets **high-count** world state (thousands of scatter objects,
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hundreds of builds) — making those NetworkObjects would flood the network. It is **not** absolute:
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a **transient, low-count** object that moves and needs smooth replication — the build ghost, one
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per player — is the case where a real **NetworkObject + client-authoritative NetworkTransform**
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is the better tool, and `BuildRegistry` spawns it as such. Pick by count and lifetime, not dogma.
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### Shared interactables (cooking stations, future chests/benches)
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@@ -2,6 +2,8 @@
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[Ll]ibrary/
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[Tt]emp/
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[Oo]bj/
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[Bb]uild/
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[Bb]uilds/
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[Ll]ogs/
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[Uu]ser[Ss]ettings/
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[Mm]emoryCaptures/
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Before Width: | Height: | Size: 1.4 MiB After Width: | Height: | Size: 1.4 MiB |
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Before Width: | Height: | Size: 3.8 KiB After Width: | Height: | Size: 3.8 KiB |
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Before Width: | Height: | Size: 2.1 KiB After Width: | Height: | Size: 2.1 KiB |
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