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Commonwealth-Online-Public/protocol/world-sync.md
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2026-05-30 18:13:54 +12:00

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World Sync

World synchronization is a long-term problem and is not part of the first prototype.

Fallout 4 assumes a single player owns the world state. Multiplayer requires deciding which client or server controls each piece of world state.

World State Examples

World state can include:

  • Doors
  • Containers
  • Pickups
  • NPC deaths
  • Physics objects
  • Quest stages
  • Workshop objects
  • Terminal states
  • Dialogue state

Early Approach

The first prototype should avoid world sync as much as possible.

Recommended early restrictions:

  • Use a custom test cell
  • Avoid lootable containers
  • Avoid quests
  • Avoid doors
  • Avoid terminals
  • Avoid persistent world changes

Later Ideas

Possible future approaches:

  • Host-controlled world state
  • Server-authoritative world state
  • Cell-specific state tracking
  • Limited interaction whitelist
  • Resettable test environments