Network Sync V2.2.0.0

FS25 Mods |
Network Sync V2.2.0.0


NetworkSync supports multiplayer networking for the Realistic Farming mod ecosystem. It is mod 2 in the load order, after StateLedger, and replaces each companion mod’s own network event classes with one batched sync cycle.

Features

  • Companion mods register a schema and call markDirty.
  • NetworkSync serializes, batches at 1Hz, and delivers network data.
  • Reduces multiplayer traffic and prevents cross-mod rubber-banding caused by many mods 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.

Changelog

  • V2.2.0.0
    • 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.
    • Fixed, 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.
  • V2.1.0.0
    • 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.
    • 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.
  • V2.0.1.0
    • Fixes for players joining multiplayer sessions.
    • Fixed, a blank join filename no longer aborts the rest of the sync.
    • Fixed, the join handshake now waits on the server’s reply, so clients connect more reliably.
    • No save migration needed. Existing saves load as normal.

Author: tisonK
Having problems with the mod? Check the comments for possible solutions, and report any new bugs you discover.


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