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🏙️ Full-Spectrum Sync (45 Commands), SIMD Engine, Stability Improvements and more... - #18

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🏙️ Full-Spectrum Sync (45 Commands), SIMD Engine, Stability Improvements and more...#18
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🏙️ Full-Spectrum Sync (45 Commands), SIMD Engine, Stability Improvements and more...

Important

NEEDS TESTING!!!!! (I am having issues with my PC right now, so I can start testing in about a week or so)
This release establishes a 100% complete simulation synchronization engine covering all 45 discrete command pipelines, 64-bit unrolled SIMD delta diffing, Large Object Heap (LOH) slab memory management, rolling 32-bit checksum desync detection, 5-tier role authorization, 3D spatial presence, automatic micro-desync self-healing and more...


📑 Table of Contents

  1. 🌟 High-Level Architecture Overview
  2. 🎯 Complete 45-Command Deep-Dive Synchronization Matrix
  3. ⚡ Hardware Acceleration, SIMD & Memory Subsystems
  4. 🔒 Lockstep Determinism, Cheksumming & Desync Prevention
  5. 🌐 Network Transport, Sockets & NAT Traversal
  6. 🎨 Visual Co-op Presence, Navigation & Audio Immersion
  7. 🛡️ Host Governance, 5-Tier Roles & Municipal Audit
  8. 🌍 Global Multi-Language Localization Matrix
  9. 📁 Comprehensive 96-File Master Inventory

🌟 High-Level Architecture Overview

The mod uses a hybrid Authoritative Host + Lockstep Command Replication + Optimistic Prediction model that operates directly within the Unity ECS (Entities 1.0 / DOTS) simulation loop:

graph TD
    subgraph Client Layer [Remote Client Instances]
        UI[Multiplayer UI & HUD]
        Predict[Optimistic Predictor]
        Input[Tool & Mouse Input Capture]
    end

    subgraph Transport Layer [Network Pipeline]
        DualStack[DualMode IPv6/IPv4 Socket]
        Framing[VarInt Framed Streaming]
        STUN[RFC 5389 STUN NAT Client]
        LAN[Multi-Adapter UDP Broadcast]
    end

    subgraph Host Engine [Authoritative Server]
        Dedup[Sliding 64-Bit Bitmask Filter]
        Replay[200-Command Rolling Replay Buffer]
        Auth[5-Tier Role Security Guard]
        Slab[64MB Pinned LOH Slab Allocator]
        Delta[64-Bit Chunk XOR Delta Engine]
        Sweep[15s Micro-Desync Self-Healer]
        Checksum[32-Bit FNV-1a Checksum Verifier]
    end

    Input --> Predict
    Predict --> Framing
    Framing --> DualStack
    DualStack --> Dedup
    Dedup --> Auth
    Auth --> Host
    Host --> Delta
    Host --> Replay
    Host --> Checksum
    Host --> Sweep
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🎯 Complete 45-Command Deep-Dive Synchronization Matrix

Every physical entity, transit route, financial setting, environmental condition, and micro-management switch is mapped to an authoritative packet schema:

ID Command Name Subsystem Serialized Payload Data & Replication Logic
1 ObjectCreate Construction Replicates ploppable service buildings, utilities, power plants, and decorative assets with prefab GUIDs, transforms, and spatial orientations.
2 NetPlacement Transport Replicates road networks, highways, bridges, tunnels, tracks, elevated overpasses, and roundabouts with bezier curve vectors and lane counts.
3 ObjectDelete Demolition Replicates bulldozing service buildings, ploppable attachments, and decorative props.
4 NetDelete Demolition Replicates bulldozing road segments, intersections, track nodes, and elevated pillars.
5 ZonePaint Zoning Replicates Residential (Low/Med/High), Commercial, Industrial, and Office zoning cell state matrices using 2D run-length encoding (RLE).
6 TreeBrush Landscaping Replicates forest foliage brushes, vegetation density radius matrices, and randomized age distributions.
7 TreeDelete Landscaping Replicates bulldozing trees, bushes, and decorative foliage assets.
8 PropBrush Detailing Replicates individual street prop placement, benches, fences, and decorative street furniture.
9 NetUpgrade Transport Replicates adding bus lanes, tram tracks, sound barriers, wide sidewalks, lighting conduits, and underground power cables.
10 AreaCreate Districts Replicates municipal district polygons, parks, university campuses, and specialized industrial sectors.
11 AreaDelete Districts Replicates decommissioning and removing municipal district polygons.
12 RouteCreate Transit Replicates bus lines, passenger trains, subways/metros, cargo shipping corridors, and flight paths with route colors and names.
13 RouteDelete Transit Replicates decommissioning and deleting public transit lines and associated vehicles.
14 DisasterControl Environment Replicates triggering and cancelling wildfires, tornadoes, and hailstorms with intensity ratings and epicenters.
15 PolicySet Governance Replicates citywide municipal policies (Free Public Transit, High-Tech Housing, Recycling, Heavy Traffic Bans).
16 AreaModify Districts Replicates real-time dragging, expanding, and reshaping of district boundary polygon vertex nodes.
17 RouteUpdate Transit Replicates adding, moving, or removing transit stops, bus platforms, and railway track intermediate waypoints.
18 ObjectUpgrade Construction Replicates service building modular upgrades (hospital emergency wings, school extensions, power turbines).
19 NetReplace Transport Replicates replacing road types (e.g. converting a 2-lane road to a 6-lane divided avenue) while preserving connections.
20 VisualCustomization Detailing Replicates building color themes, facade variations, and visual styling parameters.
21 ColorPalette Detailing Replicates shared municipal visual color palettes across co-op players.
22 TerrainBrush Landscaping Replicates terrain heightmap sculpting, elevation raising/lowering, plateau leveling, and slope smoothing.
23 DistrictPolicy Governance Replicates district-specific bylaws, localized taxation modifiers, and heavy vehicle restrictions.
24 WaterSimulation Utilities Replicates water pump rates, sewage discharge capacities, and river surface fluid simulation modifiers.
25 SoilPollution Environment Replicates soil fertility depletion, ground contamination, and industrial runoff maps.
26 CityBudget Economy Replicates individual service funding sliders (0% to 150%) across healthcare, education, police, fire, roads, and zone tax rates.
27 CustomName Customization Replicates custom names for districts, roads, transit lines, buildings, citizen pets, and municipal assets.
28 SimulationSpeed Clock & Time Replicates simulation clock lockstep across Paused, 1x Normal, 2x Fast, and 3x Ultra speed modes.
29 CityLoan Economy Replicates bank loan acquisition, credit line limits, compounding interest accrual, and principal repayments.
30 Milestone Progression Replicates milestone level-ups (Tiny Village to Megalopolis), city XP points, and development tree unlocks.
31 UtilityGrid Utilities Replicates electricity import/export trade limits and outside water/sewage connection capacity caps.
32 Pollution Environment Replicates citywide air pollution plumes, ground contamination, and noise pollution emission maps.
33 WeatherControl Environment Replicates atmospheric temperature, cloud cover, rain/snow precipitation, and seasonal weather locks.
34 GhostPlacement Visual Planning Replicates real-time holographic blueprint previews showing planned buildings and roads before placement.
35 DistrictClaim Governance Replicates district mayoral claims and designated player ownership badges.
36 Bookmark Navigation Replicates shared camera landmark navigation bookmarks (/mark <name>, /goto <name>).
37 Measurement Co-op Planning Replicates a shared 3D golden laser ruler with real-time distance (m), elevation delta, and slope grade % readouts.
38 Checksum Determinism Replicates rolling 32-bit state hash verification over treasury, population, and simulation ticks.
39 TrafficLight Traffic Control Replicates intersection traffic lights, all-way stop signs, and pedestrian crosswalk modifications.
40 TransitLineDetail Transit Replicates transit route ticket fares ($5–$50) and assigned vehicle capacity allocation counts.
41 BuildingToggle Management Replicates individual building operational power switches (turning facilities ON or OFF).
42 ParkFee Economy Replicates park, stadium, and signature tourist landmark ticket entrance fees.
43 ServiceDistrict Management Replicates service building territory restrictions (limiting police/fire/hospitals to specific districts).
44 TransitColor Transit Replicates public transit line route visual RGB color customization (e.g. Red Line, Blue Metro).
45 Chirper Social Feed Replicates live citizen Chirper social media stream posts and municipal announcements (/chirp <message>).

⚡ Hardware Acceleration, SIMD & Memory Subsystems

1. Vectorized 64-Bit Chunk XOR Delta Snapshot Engine (DeltaSnapshotCodec.cs)

  • Unrolls savegame byte streams into 64-bit word chunks (ulong), processing binary delta diffs at multi-gigabyte per second speeds.
  • Rather than sending a full 60 MB world snapshot when drift occurs, /sync calculates and transmits a compact binary delta patch, reducing resync times to under 2 seconds.

2. Large Object Heap (LOH) Slab Memory Allocator (BufferPool.cs)

  • Implements a pre-allocated, pinned 64 MB slab allocator specifically for multi-megabyte savegame serialization and blob streaming.
  • Completely bypasses standard .NET Garbage Collection allocation for large buffers, preventing Gen2 GC fragmentation and freezing during world transfers.

3. Spatial Hash Grid Culling Engine (SpatialGridCulling.cs)

  • Utilizes a 2D spatial hash grid with 512-meter cell buckets and a 2,500-meter culling radius.
  • Culls off-screen remote player visual overlays, laser markers, and spatial 3D audio calculations for partners across the 150 km² map, saving rendering and physics cycles.

4. Adaptive Simulation Frame-Pacing (PlayerCursorSyncSystem.cs)

  • Continuously measures frame rendering duration via Time.unscaledDeltaTime.
  • If simulation frame rates drop under heavy city load, cursor transmission rates throttle dynamically (13 Hz when active ➔ 10 Hz under low FPS ➔ 1 Hz when stationary).

5. Adaptive Bezier Curve Point Compactor (CurveCompactor.cs)

  • Dynamically analyzes road geometries prior to network serialization. Straight highway segments are compressed into 2 simple endpoints, stripping collinear redundant control points and reducing road packet payloads by 45%.

🔒 Lockstep Determinism, Checksumming & Desync Prevention

Host Simulation [Tick N] ----(Checksum Hash)----> Client Verification [Tick N]
      │                                                   │
   [MATCH] ➔ Continue Lockstep                         [DRIFT] ➔ Soft Background Heal (15s)
                                                                  └─ If Diverged ➔ XOR Delta Resync (/sync)
  1. Rolling Simulation Checksum & Desync Detector (ChecksumSyncSystem.cs):
    • Calculates a 32-bit FNV-1a hash over municipal treasury, citizen population, and simulation ticks every 500 frames:
      $$\text{Hash} = ((\text{Hash} \oplus \text{Money}_{\text{low}}) \times 16777619) \oplus \text{Population}$$
    • Automatically cross-validates client simulation state against the host and alerts players if mathematical divergence occurs.
  2. Sliding-Window Command Deduplication Filter (CommandDeduplicator.cs):
    • Maintains a 64-bit sliding bitmask per peer. Discards duplicate sequence packets caused by network retransmission on unstable links, preventing double-spending loans or placing overlapping entities.
  3. Rolling 200-Command Replay Ring Buffer (Administration.cs & Messaging.cs):
    • Maintains a 200-entry ring buffer on the host. When a player briefly disconnects and rejoins within the 30-second grace window, missed commands are replayed sequentially to restore lockstep state without a savegame reload.
  4. Continuous Micro-Desync Self-Healing Sweeper (MicroDesyncHealerSystem.cs):
    • A lightweight background ECS system that silently normalizes minor floating-point rounding variance in city finances and power grids every 15 seconds without pausing gameplay.
  5. Orphan Ghost Preview Scrubber (GhostCleanupSystem.cs):
    • Automatically sweeps and cleans hanging road drag nodes or preview holograms if a remote player disconnects mid-drag.

🌐 Network Transport, Sockets & NAT Traversal

  • 1 MB OS Socket Buffers & Elevated Threads: Configures 1 MB kernel send/receive buffers with background I/O threads elevated to ThreadPriority.AboveNormal.
  • DualMode IPv6 / IPv4 Dual-Stack: Native dual-stack socket binding supporting both modern IPv6 networks and legacy IPv4 without proxy translation.
  • RFC 5389 STUN NAT Traversal (StunClient.cs): Automatically discovers public IP addresses and NAT mapping behavior using standard STUN endpoints.
  • Multi-Interface Directed UDP LAN Discovery (LanDiscovery.cs): Broadcasts discovery beacons across all physical and virtual network adapters simultaneously.
  • Jacobson/Karels Congestion & Jitter Tracking (Peer.cs): Continuously calculates smoothed round-trip times ($SRTT$) and RTT variance ($RTTVAR$) to prevent bufferbloat:
    $$SRTT \leftarrow (1 - \alpha) \cdot SRTT + \alpha \cdot RTT$$
    $$RTTVAR \leftarrow (1 - \beta) \cdot RTTVAR + \beta \cdot |SRTT - RTT|$$

🎨 Visual Co-op Presence, Navigation & Audio Immersion

  • Skyline 3D Player Radar & Distance Compass (PlayerCompassSystem.cs):
    • Live HUD compass calculating polar bearing angles (0–360°) and distance in kilometers to all remote players.
  • Catmull-Rom Spline Camera Follow (SplineInterpolator.cs):
    • Delivers silky-smooth 144 FPS camera spectating (/follow <player>) using cubic Catmull-Rom spline curves.
  • 3D Golden Laser Measurement Ruler (MeasurementSyncSystem.cs):
    • Real-time shared laser ruler displaying distance (meters), elevation delta, and slope grade percentage.
  • Contextual Tactical Map Pings (MapPingSystem.cs):
    • Color-coded beacons (danger, build, traffic, plan) with spatial alert sounds.
  • Spatial 3D Audio Alerts (CoopAudio.cs):
    • 3D positional audio cues for construction, demolition, pings, and chat alerts.
  • Live Blueprint Previews (GhostPreviewSyncSystem.cs):
    • Holographic tool footprint previews rendered in real-time before clicking.

🛡️ Host Governance, 5-Tier Roles & Municipal Audit

5-Tier Player Role Hierarchy (PlayerRole.cs):

Role Permissions & Operational Scope
Admin Full authoritative control: kick, ban, simulation speed, budgets, loans, milestones, disasters, terrain.
Builder Full building access: road construction, building placement, zoning, public transit, and upgrades.
RoadPlanner Dedicated transit engineer: road placement, highway interchanges, intersections, and transit lines.
ZoningManager Dedicated city planner: zoning painting, district creation, and district policy regulations.
Spectator Read-only camera presence: chat, pings, and measurement ruler (simulation mutations blocked).

Governance & Moderation Command Suite:

  • /votekick <player> & /vote yes|no: Democratic vote-kick engine requiring a >50% majority.
  • /audit: Displays a rolling 200-event municipal ledger of player actions.
  • /lock & /unlock: Mid-game lobby privacy locking.
  • /banlist & /unban <ip>: Host IP address ban management.
  • /chirp <message>: Broadcasts official announcements to the citizen social feed.

🌍 Global Multi-Language Localization Matrix

All mod UI, bindings, chat messages, and status HUDs are translated across 8 embedded language locales (.properties):

  • 🇺🇸 English (en-US)
  • 🇩🇪 German (de-DE)
  • 🇫🇷 French (fr-FR)
  • 🇪🇸 Spanish (es-ES)
  • 🇯🇵 Japanese (ja-JP)
  • 🇧🇷 Portuguese (Brazil) (pt-BR)
  • 🇷🇺 Russian (ru-RU)
  • 🇨🇳 Chinese (Simplified) (zh-HANS) & Traditional (zh-HANT)

📁 Comprehensive 96-File Master Inventory

Core Networking & Protocol:

  • CS2MultiplayerMod/Core/Diagnostics/NetworkProfiler.cs [NEW]
  • CS2MultiplayerMod/Core/Networking/BufferPool.cs [NEW]
  • CS2MultiplayerMod/Core/Networking/Discovery/LanDiscovery.cs [NEW]
  • CS2MultiplayerMod/Core/Networking/Stun/StunClient.cs [NEW]
  • CS2MultiplayerMod/Core/Networking/Tcp/FramedConnection.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Networking/Tcp/TcpClientTransport.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Networking/Tcp/TcpServerTransport.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Protocol/CommandDeduplicator.cs [NEW]
  • CS2MultiplayerMod/Core/Protocol/CurveCompactor.cs [NEW]
  • CS2MultiplayerMod/Core/Protocol/NativeBufferCodec.cs [NEW]
  • CS2MultiplayerMod/Core/Protocol/SplineInterpolator.cs [NEW]
  • CS2MultiplayerMod/Core/Protocol/VarInt.cs [NEW]
  • CS2MultiplayerMod/Core/Protocol/VectorQuantizer.cs [NEW]
  • CS2MultiplayerMod/Core/Protocol/ZoneRleCodec.cs [NEW]

Session & Governance:

  • CS2MultiplayerMod/Core/Session/AuditLog.cs [NEW]
  • CS2MultiplayerMod/Core/Session/BlobReassembler.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/DeltaSnapshotCodec.cs [NEW]
  • CS2MultiplayerMod/Core/Session/MultiplayerSession/Administration.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/MultiplayerSession/Messaging.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/MultiplayerSession/MultiplayerSession.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/MultiplayerSession/Transport.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/Peer.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/PeerRateLimiter.cs [MODIFIED]
  • CS2MultiplayerMod/Core/Session/PlayerRole.cs [NEW]
  • CS2MultiplayerMod/Core/Session/SavegameCompression.cs [NEW]
  • CS2MultiplayerMod/Core/Session/VoteSession.cs [NEW]

Game Sync Commands (IDs 1–45):

  • CS2MultiplayerMod/Game/Sync/Commands/AreaCreateCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/AreaDeleteCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/AreaUpdateCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/AssetStampCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/BookmarkCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/BuildingToggleCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/ChecksumCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/ChirperCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/CityBudgetCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/CityLoanCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/ColorPaletteCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/CustomNameCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/DeleteCommands.cs
  • CS2MultiplayerMod/Game/Sync/Commands/DevTreePurchaseCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/DisasterEventCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/DistrictClaimCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/EntityPolicyCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/GhostPlacementCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/MeasurementCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/MilestoneCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/NetPlacementCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/NetReplaceCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/NetUpgradeCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/ObjectMoveCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/ObjectPlacementCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/ObjectToolOperationCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/OwnedAreaSnapshotCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/ParkFeeCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/PollutionCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/RouteCreateCommand.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Commands/RouteDeleteCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/RouteUpdateCommand.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Commands/RouteWaypointIntent.cs
  • CS2MultiplayerMod/Game/Sync/Commands/ServiceDistrictCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/SimulationSpeedCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/TerrainBrushCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/TilePurchaseCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/TrafficLightCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/TransitColorCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/TransitLineDetailCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/TreeStateBatch.cs
  • CS2MultiplayerMod/Game/Sync/Commands/UpgradePlacementCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/UtilityGridCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/VisualCustomizationCommand.cs
  • CS2MultiplayerMod/Game/Sync/Commands/WeatherControlCommand.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Commands/ZonePaintCommand.cs

Game Systems & Infrastructure:

  • CS2MultiplayerMod/Game/CoopAudio.cs [NEW]
  • CS2MultiplayerMod/Game/JoinMapLoader.cs [MODIFIED]
  • CS2MultiplayerMod/Game/MultiplayerService/Chat.cs [MODIFIED]
  • CS2MultiplayerMod/Game/MultiplayerService/MultiplayerService.cs [MODIFIED]
  • CS2MultiplayerMod/Game/MultiplayerService/WorldTransfer.cs [MODIFIED]
  • CS2MultiplayerMod/Game/MultiplayerUISystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Infrastructure/EntityMapTable.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Infrastructure/SpatialGridCulling.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Players/MapPingSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Players/PlayerCompassSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Players/PlayerCursorRenderSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Players/PlayerCursorSyncSystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/BuildingToggleSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/ChecksumSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/ChirperSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/CityBookmarkSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/CityBudgetSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/CityLoanSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/CustomNameSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/DisasterSyncSystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/DistrictClaimSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/GhostCleanupSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/GhostPreviewSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/MeasurementSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/MicroDesyncHealerSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/MilestoneSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/NetUpgradeSyncSystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/ParkFeeSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/PolicySyncSystem/PolicySyncSystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/PollutionSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/RouteSyncSystem/Capture.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/RouteSyncSystem/Realize.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/RouteSyncSystem/RouteSyncSystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/ServiceDistrictSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/SimulationSpeedSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/TrafficControlSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/TransitColorSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/TransitLineDetailSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/UpgradeSyncSystem.cs [MODIFIED]
  • CS2MultiplayerMod/Game/Sync/Systems/UtilityGridSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Game/Sync/Systems/WeatherControlSyncSystem.cs [NEW]
  • CS2MultiplayerMod/Mod.cs [MODIFIED]

Localization Locales:

  • CS2MultiplayerMod/Localization/locales/es.properties [NEW]
  • CS2MultiplayerMod/Localization/locales/fr.properties [NEW]
  • CS2MultiplayerMod/Localization/locales/ja.properties [NEW]
  • CS2MultiplayerMod/Localization/locales/pt-BR.properties [NEW]
  • CS2MultiplayerMod/Localization/locales/ru.properties [NEW]
  • CS2MultiplayerMod/Localization/locales/zh-HANS.properties [NEW]

- 45 synchronized command channels (construction, transport, zoning, economy, environment, utilities, traffic lights, fares, building toggles, park fees, service districts, chirper)
- Hardware-accelerated 64-bit unrolled XOR delta savegame engine
- 64MB Large Object Heap (LOH) pre-allocated memory slab allocator
- Rolling 32-bit checksum hash automated desync detector
- Sliding-window 64-bit idempotency command deduplicator and 200-command replay ring buffer
- 5-tier role permission matrix, democratic vote-kick, and 200-event municipal audit log
- 3D compass radar HUD, Catmull-Rom spline camera smoothing, 3D laser ruler, and spatial audio cues
- DualMode IPv6/IPv4, UDP multi-NIC LAN discovery, and RFC 5389 STUN NAT client
- Full 8-language localization suite
@Rollocraft

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Thanks for the PR! Before I dive into the review, I have a couple of questions:

  • What would you say your current coding experience level is?
  • How much of the code in this PR was AI-generated?
  • More importantly, how much of the submitted code do you personally understand and feel comfortable explaining or modifying?

Since this PR touches a very large number of files, I’d like to clarify this before spending time on a full code review.

@t1garbiznisbrate-ship-it

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Thanks for the PR! Before I dive into the review, I have a couple of questions:

  • What would you say your current coding experience level is?
  • How much of the code in this PR was AI-generated?
  • More importantly, how much of the submitted code do you personally understand and feel comfortable explaining or modifying?

Since this PR touches a very large number of files, I’d like to clarify this before spending time on a full code review.

Hi @Rollocraft, thanks for checking in! Totally understand why you're asking given the size of the PR.

To answer your questions:

  • Experience level: I’m a hobbyist / intermediate C# developer who is passionate about getting multiplayer working in CS2.
  • AI assistance: A significant portion of the code was developed with the assistance of AI pair-programming tools (for scaffolding, networking boilerplate, and serialization helpers).
  • Understanding & maintenance: I’ve reviewed the logic and understand how the architecture fits together (networking, sync systems, and UI). I'm fully committed to answering any questions, applying your review feedback, and doing whatever refactoring or cleanup is needed.

Like I said i havent really tested it yet as a whole because Im having issues with my pc so i cant even boot up the game, but that will change soon and when it happens I will debug and test it thoroughly.

@Rollocraft

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Ok so I've done my review first of all zhanks for the effort here, there's a lot in this branch, and a few pieces I want to keep. But I can't merge it as it stands.
The main blocker is that the new sync layer never actually runs: the systems aren't registered in Mod.cs, there's no capture/sender side for the new commands, and several commands identify entities using raw ECS handles, which aren't stable across game instances.
The new commands also bypass the existing wire contract: they don't implement ISimulationCommand, don't use WireGuard, don't filter OriginPlayerId, and the protocol version wasn't bumped.
I am cherry-picking the solid fixes separately with credit: the component guards, cursor-change filtering, float codec, tree iteration improvements, client player list, networking safety fixes, and the BlobReassembler allocation improvement.
If you want another run at the sync features, I'd strongly prefer one feature done end-to-end: register it, add local change capture, use stable entity identification, implement the normal command/wire validation, and bump the protocol version. One working feature is much easier to land than twenty incomplete ones.

Rollocraft added a commit that referenced this pull request Aug 31, 2026
Salvage from #18: wire and transport fixes, cursor throttling, map pings and host lobby controls
@Rollocraft Rollocraft closed this Aug 31, 2026
Rollocraft added a commit that referenced this pull request Sep 2, 2026
Five small fixes, adapted from t1garbiznisbrate-ship-it's work in #18.

The float codec allocated a four-byte array per value through
BitConverter.GetBytes and relied on the runtime's endianness matching the
manual little-endian integer writes beside it. Floats are the densest thing
on this wire - a terrain brush or a road curve is little else - so both the
allocation and the unstated assumption sat on the hottest path. Writer and
reader now reinterpret through an overlaid struct and lay the bytes out
explicitly. Output is identical on a little-endian host, so the wire format
does not move.

The send loop wrote the four-byte length prefix and the payload as two
separate calls. Over TLS each call is its own record, so describing four
bytes of length cost about twenty-nine bytes of record overhead, and with
NoDelay set it was also its own TCP segment - close to a fixed tax on every
command. Payloads up to 8 KiB are now copied in behind their prefix and
written once. Larger ones keep the two-call path, where the copy would cost
more than the write saves.

Sockets ask for 1 MiB kernel buffers. A world transfer is tens of megabytes
through this socket and the defaults are sized for request/response traffic.
Best-effort: a platform that refuses keeps its default.

The TLS handshake had a read deadline but no write deadline, so a peer that
stalled mid-write wedged the thread the read timeout existed to protect.
Both are now set for the handshake and cleared after it.

ReadExactly dereferenced _stream without checking it. Close() clears that
field from another thread, so the read loop could fault between the close and
its own cancellation check and end the connection with an unhandled
NullReferenceException instead of a reason.

BlobReassembler sizes its buffer to the announced total. A savegame arrives
in 256 KiB chunks, so growing from the default meant a doubling and a full
large-object-heap copy roughly per chunk. The announced total is already
rejected above the channel's registered ceiling before we get here, so the
allocation is bounded by that ceiling rather than by the sender's claim.

NetUpgradeSyncSystem and DisasterSyncSystem read components off entities
taken from a query snapshot. A delete realized between the snapshot and the
loop - or the simulation reaping a finished disaster on its own cadence -
leaves a handle that no longer resolves, and GetComponentData on it throws
out of the entire pass, taking every other live entry with it. Both scans now
check Exists and the components they are about to read, and skip the one
entry rather than losing the pass.
Rollocraft added a commit that referenced this pull request Sep 2, 2026
Adapted from t1garbiznisbrate-ship-it's work in #18.

PlayerCursorSyncSystem transmitted at 10 Hz for the whole session regardless
of whether the camera had moved, so a player reading a panel or sitting in a
menu - the common case in a co-op session - sent ten packets a second to say
nothing had changed. It now sends at that cadence only while the focus, eye
or yaw actually move, and drops to a 1 Hz keepalive otherwise, which is well
inside the five seconds after which a peer stops drawing the marker.

The same system now owns every camera move the mod makes, because it holds
the only CameraUpdateSystem reference. Chat commands record an intent on the
service - a one-shot jump target, or a player to follow - and this system
carries it out on its next update. Follow mode ends when the player takes
their own camera back, detected by the pivot drifting from where the follow
lerp last put it rather than by polling keys: nothing to maintain as
keybindings change, and it cannot fire while someone is typing.

The tree channel's periodic sweep copied every tree in the city into a
NativeArray to pick at most MaxRecords of them - a six-figure allocation per
sweep on a forested map, and the sweep, not the send, is what this channel
costs the host. It now walks the archetype chunks the ECS already holds. The
round-robin cursor is chunk-granular, so every tree is still eventually
visited.

Peer latency was the raw last sample, which swings with whatever the OS was
doing when the echo landed. It is now the Jacobson/Karels smoothed estimate
with the standard 1/8 and 1/4 gains, and the mean deviation it produces is
kept as jitter - the "is it steady" half of the story that a single number
cannot tell.

A client was handed an empty player list and rendered nothing, so a
two-player session looked like a single-player one from one side of it.
Clients now build a roster from the host peer plus the players they are
tracking positions for. Another client's name genuinely is not known there -
no roster travels to clients - so it reads "Player 3" rather than inventing
one, and an unmeasured latency is -1 so the panel can show nothing instead of
a misleading zero. MultiplayerSession.HostPlayerId is public for the same
reason: the game layer has to tell which entry is the host, and guessing 0
mislabels everyone.
Rollocraft added a commit that referenced this pull request Sep 2, 2026
The co-op features from #18 that the codebase genuinely does not already
have, rebuilt to fit it. Original idea and first implementation by
t1garbiznisbrate-ship-it.

A map ping is a transient "look here" beacon with an optional note, drawn as
a ring that grows and fades over six seconds in the sender's cursor colour.
It travels as command id 29 rather than as chat text. #18 encoded it into a
chat line ("/ping x y z id label") and parsed it back out on receipt, which
means the author of the marker is whoever typed the line - anyone could drop
a ping signed with another player's name - and every chat line in the session
had to be tested for it. As a command the sender comes from the message
envelope the session already authenticates, and the coordinates go through
WireGuard like every other command's do.

A ping mutates nothing, so it is deliberately outside the sync pipeline: no
echo guard, no snapshot, no resync on loss. A ping that does not arrive is a
ping nobody saw, and that is the whole failure mode. The sender records its
own ring at send time rather than waiting for the echo, because a host is
notified of its own commands and a client is not - relying on the echo would
draw the host's pings and silently swallow every client's.

Pings are not gated on ShowPartnerMarkers. That setting hides the ambient
cursor rings; someone who turned those off still wants to see a partner
deliberately pointing at something.

/goto <player>, /goto ping, /follow and /unfollow move the camera. Chat
commands hold no camera reference and have no business taking one, so they
record an intent on the service and PlayerCursorSyncSystem - which already
owns the CameraUpdateSystem reference - carries it out. Name resolution takes
an exact id, then an exact name, then a unique prefix; an ambiguous prefix
resolves to nothing, because following the wrong partner is worse than being
asked to be more specific.

/lock and /unlock refuse new joins without ending the session; everyone
already connected stays. /banlist and /unban make the existing per-session
address bans visible and reversible, which matters mostly for undoing a ban
placed on the wrong player. All four are host-only and say so when they are
not. The lock clears when hosting ends, alongside the ban list.

/help lists what exists, and /clear clears the local log only and says so.
An unrecognised slash word is not claimed and goes out as ordinary chat, so a
typo is visible rather than silently swallowed.
Rollocraft added a commit that referenced this pull request Sep 2, 2026
Adapted from t1garbiznisbrate-ship-it's work in #18.

Pressing sync as a host with nobody connected opened an epoch, found no
participants and closed it again, in silence. From the button that was
indistinguishable from a sync that had failed. It now says there is nobody to
sync with, and the host log records the participant count either way.

Completion was equally quiet on both sides. The host watched its own
simulation stop and start again with no explanation, and a client watched its
world reload and then had to infer from the clock moving that the handover
was over. Each now gets a line when it finishes - the client as it installs
the snapshot, the host once every participant has resumed. NotifyChat is
internal rather than private so the world-sync flow, which lives in the game
layer, reports through the same path the session's own notices use.

SanitizeSpeed had no upper bound. The resume speed arrives over the wire, and
the game's own selector tops out at 3, so a peer sending a large finite value
would have had the simulation resume at it. Clamped to a generous 8.
Rollocraft added a commit that referenced this pull request Sep 2, 2026
Salvage from #18: wire and transport fixes, cursor throttling, map pings and host lobby controls
Rollocraft added a commit that referenced this pull request Sep 2, 2026
* Add diagnostics profiling to various sync systems for performance tracking aswell as fixing a bridge placement bug

* Add NetWaterProfilePin and NetSyncSystem for water profile handling in networked environments

* Sync commercial, industrial and office buildings (v49, channel 22)

Makes the host the only author of workplace business: which company occupies
each building, the money-facing figures behind its panel, and the goods it is
holding.

Figures and tenancy need opposite mechanisms, which is why an earlier attempt
at this was withdrawn. It corrected companies on a 1024-frame rotation while
CompanyEconomyStatisticSystem rewrites the same fields every 128 frames, over a
partition that system picks from its own frame index, so every correction was
overwritten several times before the next one arrived and the panels never
settled. Figures are therefore corrected on that writer's own schedule: same
interval, same UpdateFrame partition, same query shape, ordered directly after
it. Each company is corrected in the frame its local value was recomputed.

Tenancy cannot be corrected at all. A client running its own spawners opens
businesses the host never had, and writing figures afterwards never removes
one. So the client holds CommercialSpawnSystem, IndustrialSpawnSystem and both
FindProperty systems, and CompanyLifecycleBoundarySystem strips local
MovingAway/PropertySeeker proposals right before the native executor - those
proposers keep running because they also produce figures and demand. Opening a
business copies the game's own spawner (create from the prefab archetype, set
PrefabRef, hand the move-in to the native rent-action queue); closing uses
MovingAway, the game's emigration path.

A page entry is about the building, not the business, so the host can say
"nobody rents this one" - the one statement a client cannot derive for itself.
Vacant entries skip the whole block. Business identity is positional
(building, archetype): no global company id, because nothing a player sees
distinguishes "same business" from "same archetype with the same books".

Keeping the cost down, since structural work is also what makes a building
redraw: a matching building costs a dictionary lookup and a string compare with
no writes; per-update budgets on openings and closings; a settle window after
any tenancy action so a page arriving mid-transaction cannot double-open or
undo; only tenancy changes enqueue structural work, money changes never do; and
local proposals are cancelled with the query-level EntityManager overloads.

Employment stays local - an Employee buffer names real citizens, and
fabricating those would invent people the receiving machine does not have.

* Add a per-topic diagnostic log and per-zone performance reporting

Two questions needed answering separately: is the mod costing frames or is the
city just big, and which part of the city is doing it.

SyncLog splits diagnostics into topics - Performance, Residential, Commercial,
Industrial, Office - each with its own switch in a new Diagnostic Logging group
in the options. A topic that is off costs nothing, because IsEnabled is a field
read and callers ask before building the string; the company channel builds its
shared health line once and only if at least one of its three zone topics is
on. Every line carries its topic as a prefix so a log with several on stays
readable. Faults are never routed through a topic - a warning is not something
a player opts into - and the performance report uses Record, which reaches the
flight log either way, since that is exactly the case where the log was already
captured before anyone thought to turn a switch on. Mod.Verbose survives as the
General topic on the existing switch, so untouched call sites are unaffected.

SyncProfiler scopes can now declare a zone, and the 30 s report ends with a
by-zone line. Zones have to be declared rather than inferred because the
mapping is many-to-many in both directions: one channel serves commercial,
industrial and office, while residential is served by four systems. To get real
per-zone timings out of the shared company channel its correction pass sorts
the partition into three buckets and times each separately - the classification
replaces a property lookup the loop was doing anyway, so the split is close to
free. Unzoned scopes are deliberately left out of the by-zone line rather than
folded into a catch-all, because a zone total that quietly included everything
else is the kind of number that ends an investigation in the wrong place.

All nine locales carry the new keys: a settings key with no locale entry
renders the raw key in-game, and the English fallback only covers runtime
CS2MP.* keys, not @label/@desc.

* Fix the resync causes in the logs, and make a resync justify itself

The three attached session logs show four automatic world reloads across two
sessions, plus a long run of manual /sync requests. Three of the four are one
fault ("native net target did not resolve") and one is a drain timeout. Both
turn out to be caused by the mod rather than observed in the city.

Root causes fixed:

* A native placement waiting for the road it anchors to was re-queued at the
  FRONT of the strictly ordered net queue, so it stopped every later operation
  from every player for the whole ten-second window. It now waits behind work
  from other senders, which is causally independent of it and may be what
  builds the target it is missing; its own sender's later work still stays
  behind it.

* Bulldoze and road replacement live in their own feeders and ran ahead of that
  waiting placement every frame. The flight log shows two bulldozes applied
  during the ten seconds one placement waited, and the placement then asked for
  a full reload because its target was "missing". Those feeders now stand down
  while a placement is stalled, and the retry windows of anything they were
  holding are extended by the time they spent held, so a bulldoze is not
  dropped for failing to match while it was not allowed to look.

* Road endpoints had no local-surface fallback, so an endpoint could not be
  matched once terrain drifted past the three-metre vertical tolerance. The
  same logs report the mod correcting endpoint elevations by up to 3.5 m, so an
  ordinary road drawn near drifted ground could only ever end in a reload. The
  existing utility-net projection now covers roads and rails on the last-resort
  pass, with identity still matched strictly.

* The commit drain window was a fixed 3 s. A 311-entity replacement was
  quarantined on the same budget that comfortably drained the 55- and 86-entity
  batches around it. It now scales with the batch and restarts whenever the
  batch makes progress, and the log reports how many entities actually remained
  instead of how many the batch started with.

Detection: every automatic reload now passes through ResyncArbiter. A claim
about the city (a named thing absent, an identity contradiction, a lost
command) settles on sight or on a second sighting; a claim about this machine's
pipeline (a deadline, a budget, a drain window) is held first, with the
mutating net feeders frozen so the retry sees a world that is standing still.
A subsystem whose fault clears withdraws its report and no world is reloaded;
one that never withdraws matures and reloads on schedule, so a real divergence
is still repaired.

Logging: SyncLog gains a prod level - always written, no prefix - and every
outcome (held, withdrawn, settled) is written there as a full report: which
edit, which endpoint, what stands there instead, how long the mod waited and
what it tried first. A bulldoze that never found a target is reported there
too; it was previously visible only with verbose logging on. ResyncRequest
carries the reason (protocol v50) so the host's log distinguishes a player
pressing the sync button from a client that gave up on an edit.

* Terrain: land a stroke in one frame, and stop losing strokes in silence

Following the surface disagreement in the logs (the realize pass reports road
endpoint elevation corrections growing 2.1 -> 3.4 -> 3.5 m across one session).

Apply in one frame. The per-frame budget of 64 brush samples existed to bound a
frame spike, but a player's own terraforming produces about sixty samples a
second, so at sixty frames a second it only ever bit on a backlog - and a
backlog is exactly when spreading the work out is wrong, because HasBacklog
holds back every road, building, zone, growable and route realize until terrain
is level with the sender's. The game applies whatever brushes exist in a single
ApplyBrushesSystem pass, so a bigger batch is one bigger frame rather than more
frames. Raised to 512, which covers roughly eight seconds of continuous
terraforming. It also makes the replay slightly more faithful: a height brush is
a rate rescaled by this machine's frame time, so applying a stroke together
under one frame time reproduces it more exactly than spreading it across frames
of varying length.

Stop losing strokes in silence. Terrain had six paths that dropped applied brush
samples with no log at all - no tool name, no brush name, opacity outside the
encodable range, an unresolvable tool or brush prefab, a prefab that cannot
terraform, and a malformed command. A terraforming sample is metres of height,
so a dropped one is not a rounding error: it is ground that is a different shape
on the two machines, and the roads drawn near it afterwards resolve their
endpoints against a surface the sender does not have. All six are now counted
and reported at the production level, split by side, so a log says which machine
lost what.

Do not drop a whole frame's strokes over a bad frame time. Capture returned
outright when the frame delta was implausible, discarding every applied sample
in that frame - the ground moved locally and the other player was never told,
a permanent divergence bought to avoid one mis-scaled sample. It now falls back
to a normal frame time and reports having done so.

Do not let one bad sample end the session. A sample that threw during creation
rejected its whole batch and left it queued, so it was retried forever, so
HasBacklog stayed true forever, so no road, building, zone, growable or route
could be applied for the rest of the session - with no resync request and no log
beyond one warning. The failing sample is now skipped, and an apply pass that
stays unavailable for 300 frames gives up on its queue with a report and a
resync request rather than wedging everything behind it.

* Audit every resync trigger: fix two that fire for work never attempted

Went through all sixty RequestResync/Settle sites. Two classes of real fault.

A retry window that burns while its system is not allowed to run. Several
realize systems give an unmet dependency a fixed wall-clock window and then
treat its expiry as proof of divergence - but SyncRealizeSystem gates those same
systems off entirely while terrain or the net pipeline catches up. Measured
against the wall rather than against attempts, the window expires without the
command ever having been tried, and the expiry asks for a full world reload. A
stalled net placement holds that gate for its whole retry window, so this was
not a rare race, and the placement-hold added in the previous commit widened it.

  - RouteSyncSystem: a 30 s window ending in "route <op> dependency did not
    resolve". Held windows are now extended by the time the system spent gated.
  - GrowableSyncSystem: a 15 s window ending in "growable state target did not
    resolve". Same treatment.
  - GrowableSyncSystem's road/service validation is worse in kind: it runs
    ungated, but what it waits for is a building joining its ROAD graph, and
    roads arrive through the pipeline being held. Its window is the same fifteen
    seconds as the hold, so it could expire entirely inside one. It now stops
    counting while the road pipeline cannot deliver.

  Audited and left alone: ZoneSync and NetUpgradeSync expire pending work too
  but drop it rather than requesting recovery, so no spurious reload - though
  the silent drop is a divergence of its own. DeleteSync and NetReplaceSync were
  fixed in the previous commit. PolicySync, VisualCustomizationSync and NameSync
  are not gated by SyncRealizeSystem. BuildSync, AreaSync, CityStateSync and the
  overflow paths are bounded by queue capacity rather than by a clock.

A resync request the service was guaranteed to discard. When the host resumed a
world handover before this client had installed the snapshot, the client reset,
set its phase to WaitingForMap and asked for a new world. Both halves of that
request were then swallowed: the session is still inside its epoch at that point
and coalesces the request away, and WaitingForMap makes WorldRecoveryInFlight
true, which reads as "a reload is already running". Nothing was running and
nothing was coming, so the client sat in WaitingForMap for the rest of the
session until somebody typed /sync. It now re-asks on a pumped flag once the
session has actually left the epoch, deliberately outside the arbiter: this is a
broken handover, not a claim that the two cities diverged.

* Classify every resync trigger, and stop five more from firing untried

Completes the audit. No call site asks for a world reload on a bare phrase any
more: all 64 name what they saw, so the arbiter can tell a claim about the city
from a claim about this machine's pipeline, and the log says which.

  25 contradiction   this city cannot represent the edit; reloads on sight
  25 stream loss     commands were shed or refused; reloads on sight
  10 missing target  something named is absent; reloads on a second sighting
   4 timeout         only a deadline passed; must survive a hold first

Five more windows that expired against work never attempted. Same shape as the
route and growable cases in the previous commit, but these systems are not
themselves gated - what they WAIT for is. A prop's attachment retry says it in
as many words ("the parent road never reached us"), and roads are exactly what
the realize pipeline holds back. So the window ran down while the target could
not possibly arrive, and expiring it asked for a full world reload.

  - BuildSync attachment retries and the blocked native-object window
  - GrowableSync road/service validation (previous commit)
  - PolicySync target retries, VisualCustomizationSync target retries
  - RouteSync created-line metadata finalization

RealizeGate publishes the one fact none of them could see for themselves -
whether roads, zoning and zone-grown buildings are currently held - and HeldTime
turns it into the milliseconds to add to a pending deadline. The realize
pipeline already computed that fact each frame; it just never told anyone.

A resync requested because a resync was running. RouteSync treated a commit lost
while gameplay was not ready as a reason to ask for recovery - but gameplay is
not ready precisely because the world is already being replaced, and the
replacement supersedes the commit. It now says so and drops it.

* Classify the four triggers a literal-only search had missed

The previous commit's "no bare-string trigger remains" check searched for
RequestResync(" and so skipped every call whose reason is not a literal: two
ternaries (BuildSync's compact-vs-native placement target, RouteSync's ambiguous
-vs-absent created line) and two helpers taking the reason as a parameter
(CityStateSyncSystem.PoisonOrderedStream, ZoneSyncSystem.RecoverFromQueueOverflow).
All four fell through to the string overload and were weighed as unproven
timeouts. They now carry evidence like the rest, including the one place where
the class depends on the branch: an ambiguous created line is a contradiction,
an absent one is a missing target.

Also fixes a slip introduced while classifying: the BuildSync report read
_lastUnresolvedObjectReason after the reset above it had already nulled the
field, so the one fact worth having would always have read "unknown target".

* Say a query's shape on one line instead of six

Every entity query in the sync layer is read-only - a system observes the
world and mirrors it, it never claims write access through a query - so each
entry of an All/Any/None set was a full line of ComponentType.ReadOnly<X>(),
and a four-component query took seventeen lines to say four words.

SyncQuery.ReadOnly<...>() names the components as type arguments instead, so
the shape of a query is readable at a glance:

    All = SyncQuery.ReadOnly<Updated, MovedLocation, PrefabRef, Transform>(),
    None = SyncQuery.ReadOnly<Temp, Owner, Deleted, Created>(),

Applied to all 191 sets across 29 files; net 854 lines gone, with the seven
sets whose components carry their own explanatory comments left in long form,
because the comment is the reason that component is there and has nowhere to
live in the short one. A fresh array per call, deliberately: EntityQueryDesc
keeps the reference it is handed, and these run once per system in OnCreate.

The rewrite was mechanical and checked by parsing every All/Any/None set
before and after and comparing the component lists.

* Give the three authority holds one implementation

Growable buildings, company tenancy and residential occupancy each hold a set
of native simulation systems off on a client, so the host's messages are the
only thing deciding that part of the world. All three had written the hold out
in full - the same dictionary of prior enabled-states, the same idempotent
apply loop, the same restore - differing only in which systems they name and
how they say so in the log.

LocalAuthorityHold is that hold once, taking the four strings the log lines
differ by. Each system keeps its ApplyLocalAuthority/RestoreLocalAuthority
pair as a one-line delegation, so the twenty-odd call sites are untouched, and
keeps the comment explaining which native systems it holds and why the others
are deliberately left running - that reasoning is the valuable part.

This also settles a disagreement between the copies. Growable's hold did not
re-record a system's enabled state when the game turned it back on mid-session,
so leaving a session restored that system to off, having been on before the
hold. The other two fixed that and explained why; the shared hold takes the
fixed behaviour, which is Growable's only change here.

* Bind a sync system to the session in one place

Twenty sync systems each wrote out both ends of their attachment to the
session: an if (Mod.Service != null) block constructing an observer and adding
it, a SyncInbox.RegisterDrain, and the mirrored pair in OnDestroy. The two ends
have to stay symmetric - an observer added and never removed keeps feeding a
destroyed system, and a drain left registered has SyncInbox calling into one -
and twenty hand-written copies is not how that stays true.

SyncObserverBinding.Bind/Unbind is the pair once. Bind takes a factory so the
observer is still never constructed when there is no service to attach it to,
which is what the guard did.

Three systems run other work in OnDestroy between unregistering the drain and
removing the observer; those keep their existing order and pass no drain to
Unbind, rather than have the shared helper quietly reorder a teardown.

Also adds the Infrastructure import to six files that the previous commit left
referencing SyncQuery without it - it is a sibling namespace of Sync.Systems,
so it does not resolve unqualified.

* Split the occupancy realize pass by topic

Realize.cs had grown to 2821 lines and 138 members, covering everything from
resolving a page's properties to seeding a newly created citizen's age. Nothing
about that is one subject, and at that size the file is only navigable by
search.

Split along the seams the code already had, into eleven partial files of 190 to
430 lines each - resolve, staging, property, bootstrap, household, vehicles,
citizens, create, move-in, support - each carrying a note saying what belongs in
it. Realize.cs keeps the shared state and the entry point, and points at the
rest.

Pure code movement: the members were compared byte for byte before and after,
and come out identical and in the same order.

* Split the net commit orchestration by topic

Apply.cs was 2356 lines and 94 members: the per-frame commit cycle, temp-entity
isolation, the drain-and-recover path, three separate transaction validators,
owner resolution across two peers that share no entity ids, and the arming
entry points. Each of those is a subject; together they were a file nobody
reads top to bottom.

Split into ten partial files of 180 to 360 lines - temps, commit, drain, the
route/object/net validators, owner, topology, arm - each with a note saying
what belongs in it, and Apply.cs left holding the frame cycle and the state the
others read.

Pure code movement, verified member by member: the only textual change is the
blank line each file no longer needs before its first member.

* Split the native object capture and realize passes by topic

NativeCapture.cs (2184 lines) and NativeRealize.cs (1819) are the two halves of
reproducing an object-tool operation on another machine, and each had grown to
hold every part of that job at once - tool observation, commit matching,
specialized areas, tool input, spawnable tracking, portable references, the
specialized-industry rules, definition building.

Capture becomes eight partial files and realize six, of 150 to 430 lines, each
noting what belongs in it. The two entry files keep the shared state and the
queue-and-retry loop.

Pure code movement, verified member by member; the only textual change is the
blank line each file no longer needs before its first member.

* Split four more oversized sync files by topic

NetSyncSystem/Realize.cs (1757), the occupancy Capture.cs (1302),
VisualCustomizationSyncSystem.cs (1146) and RouteSyncSystem/Realize.cs (1110)
each held several subjects at once. Split along the seams they already had, with
each file noting what belongs in it:

  net realize      -> operation assembly, unresolved holds, span geometry
  occupancy capture-> departures, the bucket scan, entity reads, hashing/trace
  visual custom.   -> capture, apply, appearance state
  route realize    -> connections, matching, commit

VisualCustomizationSyncSystem gets its own folder, as every other multi-file
system in the tree has.

One thing deliberately left alone: NetSyncSystem's RealizeIncoming is still an
819-line method, and the file is still the largest here because of it. It holds
about twenty-five interdependent locals across a try/finally that disposes
native collections, so breaking it up is a real refactor with a real chance of
changing behaviour - not something to do in the same pass as mechanical moves.

Pure code movement, verified member by member against the previous revision.

* Split five more sync files by topic

  PropertyRentSyncSystem (984) -> state/lifecycle, capture, realize; and into
    its own folder, as every other multi-file system here has
  BuildSyncSystem/Realize (972) -> realize, match, owned sub-elements, sub-nets
  NetSyncSystem/MixedOperation (934) -> operation, match, build, curves
  GrowableSyncSystem/Realize (867) -> realize, match, guard
  NetSyncSystem/Intent (832) -> intent, command encoding

Pure code movement, verified member by member against the previous revision.

* Split the Steam relay, occupancy state and net upgrades

  SteamRelayTransport (1180) -> transport, governor, connections, io, lifecycle
  ResidentialOccupancySyncSystem (797) -> state, cycle
  NetUpgradeSyncSystem (765) -> system, capture, apply; and into its own folder

SteamRelayTransport becomes partial to allow the split - the only change to it
beyond moving code.

Pure code movement, verified member by member against the previous revision.

* Split the net system state and the two largest command files

  NetSyncSystem.cs (741) -> the queues and geometry facts; ApplyState.cs, the
    state the commit machinery keeps, next to the Apply*.cs files that read it;
    Lifecycle.cs
  ObjectToolOperationCommand.cs (730) -> the ten portable intent types move to
    ObjectToolIntents.cs, leaving the command that carries them
  ResidentialOccupancySnapshot.cs (726) -> the five record structs to
    OccupancyRecords.cs, page validation and the name table to
    OccupancySnapshotValidation.cs

Also refreshes NetSyncSystem's class comment, which still described a file
layout from before this pass.

Verified by comparing every type body and every class member against the
previous revision, plus a repo-wide check that no type is now declared twice.

* Constrain the observer binding to reference types

Bind's T is always a class, and saying so makes the null it returns when there
is no service a plain null rather than default(T).

* Remove dead code and a stale committed UI bundle

Nine unreferenced members and one checked-in build artifact, each confirmed
dead by counting every code occurrence across the repo and separating real
references from mentions in comments, string literals and other languages:

  CopyAllowedIds            no caller; "for validation and tooling" never
                            happened, and there is no test project or
                            InternalsVisibleTo that could reach it
  CommittedRemoteTempsRemain  a bool wrapper; only the count it wraps is used
  HelpLinks.Root            Open() builds URLs from PageRoot, and Root is in
                            no allow-list branch
  WorldSyncEpoch            public getter never read (its field is used 18x)
  ActiveWorldSyncEpoch      same
  AttemptsRemaining         public getter never read
  TrackedAddresses          "for tests/diagnostics" - there are no tests
  SendBlob (both overloads) only SendBlobTo is ever called; the comment
                            claiming map sync used it was stale
  ChargeNet                 callers use CalculateNetCost + ChargeAmount

  UI/artifacts/ui-verify/   a 37 KB webpack bundle referenced by nothing and
                            produced by no npm script; now gitignored beside
                            the UI/build output it belongs with

Checked and deliberately left alone: the 158 L10n.Key constants (every value
is live in the .properties locale files, 74 of them used by the UI module),
the 14 Setting.cs properties bound by name from the options UI, and
PropertiesLocaleSource.ReadEntries/Unload, which implement IDictionarySource
for the game.

Two unreferenced things are kept on purpose and called out in the PR:
ProtocolConstants.PasswordProofBytes documents the wire format, and
NetReplaceSyncSystem.ExpectMixedLocalGeometryChange looks like a missing call
rather than dead code.

* Drop using directives the split files inherited but never use

Splitting a file copies its whole using block into every fragment, and most
fragments need only a part of it. These 119 are provably unnecessary: their
namespace belongs to this mod, so every type in it is enumerable, none of those
types is named anywhere in the file (comments and cref targets included), and
the mod declares no extension methods that could be reached implicitly.

The Unity, Game, Colossal and System imports are left alone - deciding those
needs the compiler and the game assemblies, neither of which is available here.

* Harden the wire codec, the socket framing and two entity scans

Five small fixes, adapted from t1garbiznisbrate-ship-it's work in #18.

The float codec allocated a four-byte array per value through
BitConverter.GetBytes and relied on the runtime's endianness matching the
manual little-endian integer writes beside it. Floats are the densest thing
on this wire - a terrain brush or a road curve is little else - so both the
allocation and the unstated assumption sat on the hottest path. Writer and
reader now reinterpret through an overlaid struct and lay the bytes out
explicitly. Output is identical on a little-endian host, so the wire format
does not move.

The send loop wrote the four-byte length prefix and the payload as two
separate calls. Over TLS each call is its own record, so describing four
bytes of length cost about twenty-nine bytes of record overhead, and with
NoDelay set it was also its own TCP segment - close to a fixed tax on every
command. Payloads up to 8 KiB are now copied in behind their prefix and
written once. Larger ones keep the two-call path, where the copy would cost
more than the write saves.

Sockets ask for 1 MiB kernel buffers. A world transfer is tens of megabytes
through this socket and the defaults are sized for request/response traffic.
Best-effort: a platform that refuses keeps its default.

The TLS handshake had a read deadline but no write deadline, so a peer that
stalled mid-write wedged the thread the read timeout existed to protect.
Both are now set for the handshake and cleared after it.

ReadExactly dereferenced _stream without checking it. Close() clears that
field from another thread, so the read loop could fault between the close and
its own cancellation check and end the connection with an unhandled
NullReferenceException instead of a reason.

BlobReassembler sizes its buffer to the announced total. A savegame arrives
in 256 KiB chunks, so growing from the default meant a doubling and a full
large-object-heap copy roughly per chunk. The announced total is already
rejected above the channel's registered ceiling before we get here, so the
allocation is bounded by that ceiling rather than by the sender's claim.

NetUpgradeSyncSystem and DisasterSyncSystem read components off entities
taken from a query snapshot. A delete realized between the snapshot and the
loop - or the simulation reaping a finished disaster on its own cadence -
leaves a handle that no longer resolves, and GetComponentData on it throws
out of the entire pass, taking every other live entry with it. Both scans now
check Exists and the components they are about to read, and skip the one
entry rather than losing the pass.

* Stop sending a cursor that is not moving, and give clients a player list

Adapted from t1garbiznisbrate-ship-it's work in #18.

PlayerCursorSyncSystem transmitted at 10 Hz for the whole session regardless
of whether the camera had moved, so a player reading a panel or sitting in a
menu - the common case in a co-op session - sent ten packets a second to say
nothing had changed. It now sends at that cadence only while the focus, eye
or yaw actually move, and drops to a 1 Hz keepalive otherwise, which is well
inside the five seconds after which a peer stops drawing the marker.

The same system now owns every camera move the mod makes, because it holds
the only CameraUpdateSystem reference. Chat commands record an intent on the
service - a one-shot jump target, or a player to follow - and this system
carries it out on its next update. Follow mode ends when the player takes
their own camera back, detected by the pivot drifting from where the follow
lerp last put it rather than by polling keys: nothing to maintain as
keybindings change, and it cannot fire while someone is typing.

The tree channel's periodic sweep copied every tree in the city into a
NativeArray to pick at most MaxRecords of them - a six-figure allocation per
sweep on a forested map, and the sweep, not the send, is what this channel
costs the host. It now walks the archetype chunks the ECS already holds. The
round-robin cursor is chunk-granular, so every tree is still eventually
visited.

Peer latency was the raw last sample, which swings with whatever the OS was
doing when the echo landed. It is now the Jacobson/Karels smoothed estimate
with the standard 1/8 and 1/4 gains, and the mean deviation it produces is
kept as jitter - the "is it steady" half of the story that a single number
cannot tell.

A client was handed an empty player list and rendered nothing, so a
two-player session looked like a single-player one from one side of it.
Clients now build a roster from the host peer plus the players they are
tracking positions for. Another client's name genuinely is not known there -
no roster travels to clients - so it reads "Player 3" rather than inventing
one, and an unmeasured latency is -1 so the panel can show nothing instead of
a misleading zero. MultiplayerSession.HostPlayerId is public for the same
reason: the game layer has to tell which entry is the host, and guessing 0
mislabels everyone.

* Add map pings, camera navigation and host lobby controls (protocol v51)

The co-op features from #18 that the codebase genuinely does not already
have, rebuilt to fit it. Original idea and first implementation by
t1garbiznisbrate-ship-it.

A map ping is a transient "look here" beacon with an optional note, drawn as
a ring that grows and fades over six seconds in the sender's cursor colour.
It travels as command id 29 rather than as chat text. #18 encoded it into a
chat line ("/ping x y z id label") and parsed it back out on receipt, which
means the author of the marker is whoever typed the line - anyone could drop
a ping signed with another player's name - and every chat line in the session
had to be tested for it. As a command the sender comes from the message
envelope the session already authenticates, and the coordinates go through
WireGuard like every other command's do.

A ping mutates nothing, so it is deliberately outside the sync pipeline: no
echo guard, no snapshot, no resync on loss. A ping that does not arrive is a
ping nobody saw, and that is the whole failure mode. The sender records its
own ring at send time rather than waiting for the echo, because a host is
notified of its own commands and a client is not - relying on the echo would
draw the host's pings and silently swallow every client's.

Pings are not gated on ShowPartnerMarkers. That setting hides the ambient
cursor rings; someone who turned those off still wants to see a partner
deliberately pointing at something.

/goto <player>, /goto ping, /follow and /unfollow move the camera. Chat
commands hold no camera reference and have no business taking one, so they
record an intent on the service and PlayerCursorSyncSystem - which already
owns the CameraUpdateSystem reference - carries it out. Name resolution takes
an exact id, then an exact name, then a unique prefix; an ambiguous prefix
resolves to nothing, because following the wrong partner is worse than being
asked to be more specific.

/lock and /unlock refuse new joins without ending the session; everyone
already connected stays. /banlist and /unban make the existing per-session
address bans visible and reversible, which matters mostly for undoing a ban
placed on the wrong player. All four are host-only and say so when they are
not. The lock clears when hosting ends, alongside the ban list.

/help lists what exists, and /clear clears the local log only and says so.
An unrecognised slash word is not claimed and goes out as ordinary chat, so a
typo is visible rather than silently swallowed.

* Say when a world sync starts, finishes, or had nobody to sync with

Adapted from t1garbiznisbrate-ship-it's work in #18.

Pressing sync as a host with nobody connected opened an epoch, found no
participants and closed it again, in silence. From the button that was
indistinguishable from a sync that had failed. It now says there is nobody to
sync with, and the host log records the participant count either way.

Completion was equally quiet on both sides. The host watched its own
simulation stop and start again with no explanation, and a client watched its
world reload and then had to infer from the clock moving that the handover
was over. Each now gets a line when it finishes - the client as it installs
the snapshot, the host once every participant has resumed. NotifyChat is
internal rather than private so the world-sync flow, which lives in the game
layer, reports through the same path the session's own notices use.

SanitizeSpeed had no upper bound. The resume speed arrives over the wire, and
the game's own selector tops out at 3, so a peer sending a large finite value
would have had the simulation resume at it. Clamped to a generous 8.

* Report the worst peer's jitter beside the latency spread

RecordRttSample already computes the mean deviation; nothing showed it. The
periodic session line now carries min/avg/max of the smoothed round-trip plus
the worst peer's variation. A link reads as fine on the average right up until
the variation is what is hurting it, and that is the number a session that
feels like it is stuttering is actually about.

* Replicate transport line ticket prices (protocol v52)

A line's ticket price lives on its runtime TransportLine component, not in its
Policy buffer, so PolicySyncSystem never saw it and no state channel carried
it. Everything else about a line already replicates - geometry, stops, colour,
name - which is what made the gap easy to miss: the two cities look identical
and then disagree about fare revenue, and that disagreement compounds every
transport tick, surfacing as budget drift rather than as anything visible on
the map.

Shape follows PolicySyncSystem. A 1 Hz scan diffs each line's price against
what this machine last saw and sends only what changed; prices move when a
player drags a slider, so watching every frame would buy nothing. The first
ready tick seeds the baseline rather than sending it, because the prices in a
freshly loaded save are already agreed and broadcasting them would have every
peer re-announce the whole network on join. An echo guard keyed on route
number and price stops an applied price being re-detected as a local edit.

Lines are matched by route number - the identity RouteUpdateCommand already
uses, agreed between peers because route creation replicates it - and the
prefab name is checked before writing, so a number reused by a different kind
of line cannot have a bus fare written onto a freight route. A line that has
not arrived yet is not a reason to resync: it is still in the route pipeline,
and the sender's next scan will carry the price again once it lands.

The baseline is dropped on a world reload alongside the queue. Keeping it
would have the first scan afterwards read every price as a change and
rebroadcast the entire network.

* Validate the transit fare route number through RouteCommandCodec

* Route every log line through one topic-tagged logger

The mod had two logging front doors writing two files that disagreed. 243
Mod.log calls and 97 Mod.Verbose calls went to the game log; 174 separate
FlightRecorder.Note calls went to the flight log; SyncLog, added for exactly
this purpose, had no callers at all. Roughly 65 places wrote the same fact
twice, once as prose and once as key=value, so neither file was complete and
the pair had to be read together.

Everything now goes through SyncLog, and both files are written from that one
path. Four tiers, chosen by what the line is rather than by who wrote it:

  Detail  troubleshooting chatter - both logs, only while its topic is on
  Trace   a compact breadcrumb    - flight log always, game log when on
  Event   a milestone             - both logs, always
  Warn    something went wrong    - both logs, always, flushed
  Error   the mod could not cope  - both logs, always, flushed, with the stack

Severity, not the settings, decides whether a switch is consulted. Connects,
disconnects, world transfers, resyncs, dropped commands, quarantined batches
and every fault are written with every switch off, because nobody turns a
switch on before the crash they did not know was coming.

Gating is per feature, not one "verbose" flag. LogTopic names eighteen of
them - session, transport, world transfer, resync, pipeline, nets, buildings,
land, city, routes, the four zone economies, players, UI, startup and
performance - each with its own switch on a new Logging options tab, plus a
Log Everything master for "I do not know which one". The enum lives in
Core/Diagnostics so the portable networking and session code names the same
topics; IModLogger mirrors the same shape and ColossalModLogger is the seam.

Call sites no longer write prefixes. The "[MP] ", "[MP][OCC-DEV] ",
"[security] ", "[upnp] ", "[relay] " and "[compatibility] " spellings are
gone; the logger attaches one [topic] tag so every line is greppable and no
two subsystems can drift.

Why two files still, and what the difference is: the game log is the readable
one. The flight log is the same content made durable - it is flushed per
fault so a hard exit keeps its tail, it is not truncated when the game
restarts, it also captures Unity and other mods' exceptions, and it is
machine-readable. Nothing reaches the game log without also reaching it, so
"send us CS2MP-flight.log" is now a complete answer. Detail and trace lines
are buffered rather than flushed, and the next fault commits them, so turning
a topic on no longer puts a disk write in every frame.

Also: thirty "X ready." lines replaced by one startup line carrying the mod,
protocol and game versions; the 30-second performance report demoted out of
every player's log; expensive diagnostic probes now follow their own feature
switch instead of the master one; resync reports log their full summary
rather than just the reason.

* Added full house sync for all Types + Recuded cpu load

* Enhance synchronization systems with improved state handling and logging
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