wonderkiln / lockstep.io Goto Github PK
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License: Other
Lockstep Networking Library for Unity and Node.JS
License: Other
I ran the script, and added the LockstepIOComponent.cs
script to my player, however as soon as I start the game this is the error that I get:
Lockstep.IO: Listening on port 80!
Connect to Unity locally with the following URL:
ws://127.0.0.1:80/socket.io/?EIO=4&transport=websocket
connected: hQmBePaV7tEQFLedAAAA
connected: BQbQBFQPNMbg-yX9AAAB
{ localNow: 396, offset: 0, roundTrip: 0, lockstep: 396 }
{ localNow: 400, offset: 0, roundTrip: 0, lockstep: 400 }
{ localNow: 404, offset: 0, roundTrip: 0, lockstep: 404 }
{ localNow: 408, offset: 0, roundTrip: 0, lockstep: 408 }
{ localNow: 412, offset: 0, roundTrip: 0, lockstep: 412 }
disconnected: hQmBePaV7tEQFLedAAAA
/Users/zoe/Foundry10/home/server2d/node_modules/lockstep.io/nodejs/lockstep.io.js:45
socket.emit('lockstep.io:sync', {t0: ntp.t0, t1: ref.sockets[ref.host].sync.localNow});
^
TypeError: Cannot read property 'sync' of undefined
v7.10.0
sudo
powers.The last paragraph of "Technical Discussion: What is Deterministic Lockstepping?" section is
A Deterministic Physics Simulation, where there is literally zero fuziness and even the random number generators are seeded together can in turn reveal
which seems like an unintended ending. Was it forgotten during editing?
Overall curious stuff, I should say. Stumbled upon one of your posts on Reddit while searching whether Unity3D' physics could be made deterministic or not. Quite a shame really, especially given that Unity seems to be using some variant of Box2D for 2D physics, and Box2D is originally somewhat deterministic (at least as per binary+platform combinations).
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