Suffice it to say that these kinds of things makes it extremely hard to reason about the state of any replicated objects...
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Replying to @pervognsen @TimSweeneyEpic
Although even in eventually consistent database systems, you can count on local consistency for state within one shard.
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Replying to @pervognsen @TimSweeneyEpic
I believe the closest you get to that in UE state replication is with (non-pointer) state packed within a replicated struct.
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Replying to @pervognsen
Yes; waiting for a consistent snapshot given packet loss and finite bandwidth induces lag, which isn't the right tradeoff here.
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Replying to @TimSweeneyEpic
"Here" is a very broad spectrum given how widely the engine is used. It would be nice to be able to adjust trade-offs.
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Replying to @pervognsen @TimSweeneyEpic
E.g. right now it's too hard to build your own ad-hoc protocol for specific subsystems on top of the replication system.
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Replying to @pervognsen
Agreed with this. It would be very nice to also have a consistent transactional snapshot model for e.g. shared world editing.
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Replying to @TimSweeneyEpic @pervognsen
I think of this as a requirement for the metaverse, but not fast-action gaming.
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World State = (Transactionally evolving lag-insensitive persistent object snapshots) + (Realtime delta updates and sim)
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