DevLog #8: Basic State Sync
Our most recent changes essentially transforms the game from a static experience to a fully synchronized, multiplayer-capable system with persistent user sessions. This is a MAJOR step in the right direction and puts us one step closer to playtesting (soon!!).
What have we accomplished lately?
🟢 State Synchronization & Persistence
- Added comprehensive ship velocity persistence to database
- Implemented real-time state synchronization via WebSocket channels
- Created SectorServer for managing sector-specific state updates
- Added ship position persistence with 10-second intervals
- Fixed various ship coordinate syncing issues during undocking
🟢 WebSocket Architecture
- New channel handlers for each infrastructure type
- Character session management for WebSocket connections
- Presence tracking for online users
- Comprehensive WebSocket API documentation
What does all this mean?
It means the core systems are almost done. After a few more tweaks to the physics system, and session persistence, the base game world will be accessible. We will then endeavor to add more and more of the game systems and elements… Stay tuned!!!