Network Sync V2.2.0.0 LS25
Network Sync V2.2.0.0 LS25
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.
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.
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.
