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Status, system by system

What is synced today, how it is owned, what a peer who joins mid-way receives, and how far each row is. This is a count view, never a percentage: the number of facets a system has is not enumerable, so a single "N% done" would hide which systems are solid and which are untouched.

State says how far the row is: works (established in play), tested (exercised by a scripted run), built (the lane exists and has not been exercised), with the known breaks counted where there are any; the breaks themselves are on the system's page. Most mechanic-level facets sit at built; that majority is the honest state. Owner: host (the host writes, clients mirror), peer (each peer authors its own slice and streams it), presser (whoever performs the action authors it, the host relays), arbiter (the host validates and commits contested writes), local (never shared).

The visible loop

System Synced Owner Late join State
Session, join, roster admission with a mutual key challenge and an optional password, slot assignment, the version gate, the roster and nicknames host the join itself, behind a world-ready barrier works
Save transfer the host's live world streamed to the joiner, then the connect snapshot of every synced element host this is the join works
Remote player body pose stream, ragdoll and faint display, the held item, footsteps peer the spawn is the seed works
Nameplates, colours, skins nickname, ping, health bar, visibility preference, colour, the body skin peer, arbitrated by the host for uniqueness at join works
Chat and the event feed text lines, join and leave lines, a retained history shown to late joiners presser; host relays seeded from the host's retained log works
Voice Opus frames, 3D positional peer state replay works
Player damage and hazards enemy hits delivered to the hit peer; vitals as fractions host delivers, peer computes none needed works
Death the native death runs to its end; the level travel is refused and a revive written in its place peer none needed tested
Teleport (dev) host pushes a placement host the join placement works

The world

System Synced Owner Late join State
Physics props spawn, pose, grab, carry, throw, drop, destroy; identity across saves and rejoins; client-born props presser while held, host at rest snapshot works
Chip piles and clumps the grab, carry, throw and re-pile cycle host with client intents snapshot plus a spawn-time bind works
Trash-bits piles the counter pair presser and host snapshot built
Containers open and close, contents (a slice of the host's object stack) presser; host for contents snapshot works, two known breaks
NPCs spawn, despawn, pose, state for the generic creatures host snapshot works
Kerfur the prop-to-NPC conversion cycle, per-kerfur skins host snapshot plus adoption works
Owner-entity creatures a creature whose AI reads the local player is owned per peer and mirrored to the rest peer keepalive built
Roaches the paged infestation state host snapshot built
Wisp the killer wisp's hunt, grab, tear host none (transient) works
Pyramid the walking-pyramid choreography host world-actor snapshot and replay works
World actors the event-spawned non-character actors host replay or seed works
Drone the delivery drone's flight and state host snapshot built
Sky and time sky rotation, moon phase, the clock (clients never free-run) host seed at connect built
Weather rain, snow, fog, wind, lightning, red sky, the event-born weathers host snapshot tested, one known break
Fireflies, ambient spawners cosmetic spawns and the flora and forage spawners (host only) peer for cosmetics, host for spawners none or parked at join built
Story and scheduled events host-observed fires replayed on clients by a per-event policy; the active-events registry mirrored for late joiners host replay and snapshot built
Alarm the base klaxon presser snapshot built
Balance the shared points total host replay at connect built
Email, daily task host-appended emails, peer-symmetric delete; the host's task state host save transfer plus a prime built
Lamp posts not synced: lockstep from the shared day and night cycle local none, by design built

Devices and the workstation

System Synced Owner Late join State
Doors, keypads, locks door state and lock state; keypad digits mirrored, accept and deny replayed host and presser snapshot works
Lights and light groups switch state; the group's live state presser; host for the group snapshot built
Power panels, turbine, grime, windows, appliances the mask, the float, the decrease-only cleanliness, the one-bit states presser or host snapshot built; windows tested
Device occupancy who is using a device arbiter snapshot of the table works
Desk input and console field-granular input deltas, cooldown charges, the console text presser; host relays seed works, five known breaks
Dish the dish pose, the client's own simulation parked host snapshot works, one known break
Signal catch the catch as an intent the host replays presser and host seed tested
Download and decode simulation the host-run simulation's outputs host adopt works, one known break
Playback deck the play and stop edges presser none tested
Drives and racks, physical modules, tapes, floppy box slot and payload lanes with compare-and-swap at the host arbiter seed from the host's canon built
Laptop power, floppies and discs, the shared file buffer presser; the buffer is arbitrated seed built; the buffer tested
Meadow database, saved signals the signal database as a merge of both peers' saves presser and host seed tested
Server boxes the signal-server simulation state and its notices host snapshot built
Shop orders the client names a row, the host performs and prices it arbiter primed by a watermark built
ATV the driver authors the pose; a non-driving peer runs the rig natively and is corrected; condition (tyres, fuel, health) travels driver, host for the rest snapshot tested; eject and configuration intents not built
Sleep the sleep tally arbiter joins awake built
Player inventory per-peer, persisted by the host per player identity; the contents never cross the wire local; host stores seeded before the world tested

Enforced without a packet

Moderation (kick and ban are a connection close plus a host-local list), save suppression (clients never write a save), spawn authority (client-side shared-world spawners are parked), the no-pause rule (a paused world is un-paused every tick while connected). They hold host authority by construction; a census of wire lanes does not see them.

What the table says at a glance

The solid core is the visible loop and the prop economy. The signal workstation is the opposite: most of its lanes are only built, and the ones that have been played carry the most known breaks. True arbiters are rare and listed by name (occupancy, the racks, modules, floppy box, the laptop buffer, orders, sleep, containers); everywhere else authority is host-authored one way or presser-authored with a host relay.