In the process of multiplayer games, I found that due to the delay between the client and the server, the dispatcher (server) sees that the trains of other players have passed the signal and the train actually did not pass the signal, causing the signal to become Red light, eventually emergency braking.
I have found that other players have modified the version to wait for the train to completely pass the signal before turning the signal into a red light, which can effectively prevent the signal from appearing, but I don't know how the code is implemented.
I hope everyone can help me, thanks
This post has been edited by yinwu: 27 July 2019 - 01:06 AM