Openrct2: The option "Allow testing of unfinished track" is not synced over multiplayer

Created on 2 May 2019  Â·  8Comments  Â·  Source: OpenRCT2/OpenRCT2

Version: 0.2.2
Commit/Build: f1b9c71524ca4f80b37637902e99b1d846bd2411

Exactly what the title says. A server could spawn vehicles if it has this option enabled, while the client hasn't.
This option should either be synced with the server, or send along with the spawn command.

  • [ ] Reproducible in RCT2 (vanilla)?
  • [x] Specific to multiplayer?

Steps to reproduce:

  1. Host one instance, connect with another
  2. Enable "Allow testing of unfinished tracks" option on the server, and disable it on the client
  3. Spawn a train on the server

You'll be greeted with the desync message pretty shortly afterwards.

bug multiplayer

Most helpful comment

I am working on ghost train simulation which will resolve this.

All 8 comments

How come this is a normal option rather than a cheat? Not exactly sure where/how to synchronize this one specific setting as it can change during gameplay.

How come this is a normal option rather than a cheat?

It stays active after restarting the game or loading a new map. All of the cheats are off by default and have to be turned on every time you start the game.

It would be confusing to have one cheat that acted as a permanent setting, while all the other ones reset to off when you restart the game.

@ZehMatt When the option was introduced in 37221f0aae (2015-05-22) multiplayer hadn't been introduced yet. Syncing it has probably never been taken into consideration before…

@ocalhoun6 Trouble is, we do sync cheat status, but not any of the global options.

Also the requirement would be to introduce a new game action for a single option which I believe should be rather a cheat given that they are no ghost trains (yet) and the original game never allowed to do this without memory hacking. So I guess this should go for a discussion @Gymnasiast @IntelOrca @duncanspumpkin

Since it's more or less a hack, and because it will go away when a proper ghost train can be introduced, I would just disable it in multiplayer.

Disabling the feature altogether in multiplayer is not a solution, imo. We have been working towards enabling more features in multiplayer as of late; it shouldn't be the other way around.

I am working on ghost train simulation which will resolve this.

Gonna close this because of #9222

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