Comments (2)
I have not figured what I am going to do, but I would really like to only require impl Clone
for components that get rolled back instead of impl Reflect
, since all I do is copying data around. I recommend to check out the solution that bevy_backroll uses. Maybe there is something useful for you there :)
from bevy_ggrs.
Yeah, it looks like they get away with just a Clone
bound and storing everything in HashMap<TypeId, Box<dyn Any + Sync + Send>>
. Quite simple.
Thanks for the reference. :D 👍
from bevy_ggrs.
Related Issues (20)
- [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
- Adding players after p2p session already started HOT 3
- Support synchronizing parts of world state, since Rust isn't deterministic. HOT 15
- 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
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