Comments (3)
This restriction is a design choice that GGPO made for their original use-case of enabling rollback netplay for short rounds of 1v1 emulated arcade fighting games. Since GGRS is basically a reimplementation of that library, it carries similar choices with it. It's not an all-purpose p2p networking library.
I am not terribly up-to-date with the current crate ecosystem, but I feel like you would like to have a centralized architecture, where players are clients to a central host/server that manages and distributes the game state. One of the players might double as the host. Then players can drop in and out easily. It's not impossible to solve such a scenario in a strict decentralized p2p setting, though.
I recommend joining the bevy discord and chatting in the #networking channel. Lots of experienced and friendly people there!
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Hi! Sorry, this is not possible. The player number is fixed and has to be known in advance.
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Ohh, I see. Is this a common fact with all Rollback Networking implementations? Can you recommend any other options which would be ideal for my use case?
Thank you.
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Related Issues (20)
- Potential Scalability Refactor HOT 6
- Sessions `.with_desync_detection(DesyncDetection::On)` always reports false positives HOT 1
- Integration Tests incorrect HOT 2
- More idiomatic component/resource checksums for float types?
- Adding non-rollbacked children to rollbacked entities break the hierarchy HOT 1
- Desync detection appears to compare the checksum of predicted frames to confirmed frames HOT 8
- Sprite Component doesn't get respawned after rollback HOT 5
- panic: `Rollback requested was not created using AddRollbackCommand!`
- When rollbacks happen across entity spawning, desyncs are reported HOT 1
- Despawned entities are not restored HOT 2
- Convenient way to end a session HOT 5
- Checksums are not portable HOT 5
- [Question] How to sync elapsed time since startup among peers? HOT 4
- 3d example, and other questions HOT 4
- Update entity IDs in Children/Parent components on rollback. HOT 2
- Update to Bevy 0.13
- Document idiomatic way to sort rollback related queries
- Synctest session doesn't detect all desyncs that it could/should
- Support synchronizing parts of world state, since Rust isn't deterministic. HOT 7
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