Fabric API

Fabric API

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Implement network handshaking for Fabric client<->server connections

asiekierka opened this issue ยท 10 comments

commented
commented

Related to #2 kind of

commented

What we would also need is some kind of registry sync layer. Otherwise it's quite common that the server and client don't agree on registry IDs and therefore the game becomes unplayable.

Example: all these cables are actually ores.
Sora testing on a fabric modpack server

commented

There is one, I just broke it by accident at some point because I'm a derp

commented

It may just be chance but I changed 1 line and made a mod which forces a client side only block to push all the mappings back and the 1 line change fixed it.

It was quite a limited test though.

Just thought I'd say as you said you broke it by accident. Usually I don't have a clue whats going wrong when I do those quite bad.

Is there a reason why that wouldn't be permanently enabled?

commented

Why do we need this? A registry sync should be sufficient.

commented

There is more to this than registry sync. Two different (or differently configured) versions of a mod may not cooperate properly even if their registry side effects match. One example would be changes to networking.

commented

changes in data tracker of entities, extra block state property etc. do play a major role, and we need to figure out a way to track those reliably.

commented

I know my networking handshake system (#332) was a solution to this, but I would probably opt to refractor it entirely to make the system less clunky in its current state.

Edit: I will write up a concept later today for a new and improved handshaking system.

commented

Also see #455

commented

This is the goal of #463 , so this discussion should be closed ?