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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