Network Sync FS25
Bedrock Mod for the Realistic Farming suite (its not a standalone mod and should be used together with to other bedrock mods) -> https://www.realisticfarming.com <- The multiplayer network bedrock of the Realistic Farming mod ecosystem. NetworkSync is mod 2 in the load order (after StateLedger). It replaces each companion mod's own network event classes with one batched sync cycle: companions register a schema and call markDirty, and NetworkSync serializes, batches at 1Hz, and delivers. This cuts multiplayer traffic and stops the cross-mod rubber-banding that comes from many mods each syncing on their own timer. There are no settings and nothing to configure. Install it, keep it loaded, and let the companion mods use it. =================================================================== GitHub Repository: https://github.com/Realistic-Farming/FS25_NetworkSync =================================================================== COPYRIGHT NOTICE: All rights reserved. Unauthorized redistribution, copying, modification, or claiming this mod as your own is strictly prohibited. Original Author: TisonK ===================================================================
Fixed - Multiplayer: a malformed or oversized sync or action message from a client can no longer stall a host or dedicated server. Each message is held to the size its sender can actually produce, and one that breaks that limit is dropped unread. - Multiplayer: a server no longer reads sync data that only a server should send. Changed - For mod authors: requestAction now warns once per action when it is given a keyed table instead of a list, because keyed arguments never reach the server.
This update is mostly under the hood, for the other Realistic Farming Suite mods that rely on NetworkSync to keep multiplayer games in sync. Nothing here changes how you play. What's new: - Added a new private sync option that other Realistic Farming mods can use to send you information meant just for you, instead of broadcasting the same data to everyone. - NetworkSync no longer requires FS25_StateLedger to be installed alongside it. If you already run both, nothing changes for you; if a suite mod only needed NetworkSync, you may no longer need StateLedger too. No save migration needed.
Fixes for players joining multiplayer sessions. What's fixed - A blank join filename no longer aborts the rest of the sync - The join handshake now waits on the server's reply, so clients connect more reliably No save migration needed. Existing saves load as normal.
Fixed - Multiplayer: a malformed or oversized sync or action message from a client can no longer stall a host or dedicated server. Each message is held to the size its sender can actually produce, and one that breaks that limit is dropped unread. - Multiplayer: a server no longer reads sync data that only a server should send. Changed - For mod authors: requestAction now warns once per action when it is given a keyed table instead of a list, because keyed arguments never reach the server.
This update is mostly under the hood, for the other Realistic Farming Suite mods that rely on NetworkSync to keep multiplayer games in sync. Nothing here changes how you play. What's new: - Added a new private sync option that other Realistic Farming mods can use to send you information meant just for you, instead of broadcasting the same data to everyone. - NetworkSync no longer requires FS25_StateLedger to be installed alongside it. If you already run both, nothing changes for you; if a suite mod only needed NetworkSync, you may no longer need StateLedger too. No save migration needed.
Fixes for players joining multiplayer sessions. What's fixed - A blank join filename no longer aborts the rest of the sync - The join handshake now waits on the server's reply, so clients connect more reliably No save migration needed. Existing saves load as normal.
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Network Sync FS25
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