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Initial commit was targeting the following protocol: https://www.reddit.com/r/Unity3D/comments/aewepu/rts_networking_simulate_on_serverbeat/. It turned out that bad network conditions made the game unplayable. The project has shifted to an architecture you see below.
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Currently the rollback of adding new and changing entities should be stable. If you spawn or navigate entities in multiple game-instances, all simulations will have a synced state no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.
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Currently the rollback of adding and changing entities should be stable. If you spawn or navigate entities in multiple game-instances, all simulations will end up in a synced state, no matter how many packets drop or how high the lag is. Clientside prediction makes sure that local commands are executed under any condition.
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![Overview](/Docs/Overview.svg "Overview")
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