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The Deep Synergy Multiplayer Mod transforms Subnautica 2 into a synchronized cooperative experience using the BepInEx modding framework. It implements deterministic session synchronization (DSS), adaptive dynamic scaling (ADS), and peer-to-peer connectivity via WebRTC for seamless multiplayer gameplay.
Key Architecture:
BepInEx Plugin - Hooks into Unity IL2CPP runtime without modifying game files
Decentralized Session Management - No central servers; uses NAT punch-through
Merkle Tree Inventory - Blockchain-inspired state verification across peers
Adaptive Scaling - Creature spawns and resource availability adjust to player count
using DeepSynergy.Sync;
publicclassInventorySyncHook : MonoBehaviour
{
voidOnItemPickup(Item item)
{
// Create sync eventvar syncData = new InventorySyncData
{
PlayerId = LocalPlayer.Id,
ItemId = item.TechType,
Quantity = 1,
Timestamp = NetworkTime.CurrentTime
};
// Broadcast to peers
StateSynchronizer.BroadcastEvent(syncData);
}
voidOnItemCraft(TechType techType)
{
if (SessionManager.Instance.Config.SharedBlueprints)
{
// Unlock for all playersvar unlockData = new BlueprintUnlockData
{
TechType = techType,
UnlockedBy = LocalPlayer.Id
};
StateSynchronizer.BroadcastUnlock(unlockData);
}
}
}
Common Patterns
Host Migration on Disconnect
voidOnHostDisconnect()
{
if (SessionManager.Instance.IsHost)
{
// Current host is disconnecting, migrate sessionvar nextHost = SessionManager.Instance.GetNextEligibleHost();
if (nextHost != null)
{
Logger.LogInfo($"Migrating host to {nextHost.DisplayName}");
SessionManager.Instance.MigrateHostTo(nextHost.Id);
// Transfer session statevar sessionState = SessionStateSerializer.Capture();
SessionManager.Instance.SendStateSnapshot(nextHost.Id, sessionState);
}
else
{
Logger.LogWarning("No eligible host for migration, ending session");
SessionManager.Instance.EndSession();
}
}
}
Conflict Resolution
voidResolveInventoryConflict(InventoryConflict conflict)
{
// Timestamp-based authorityvar localTimestamp = conflict.LocalEvent.Timestamp;
var remoteTimestamp = conflict.RemoteEvent.Timestamp;
if (remoteTimestamp > localTimestamp)
{
// Remote event is newer, apply it
ApplyInventoryEvent(conflict.RemoteEvent);
}
elseif (remoteTimestamp < localTimestamp)
{
// Local event is newer, broadcast to override
StateSynchronizer.BroadcastEvent(conflict.LocalEvent, priority: true);
}
else
{
// Exact tie, use player ID as tiebreakerif (conflict.RemoteEvent.PlayerId > conflict.LocalEvent.PlayerId)
{
ApplyInventoryEvent(conflict.RemoteEvent);
}
}
}
API Integration Example
using System.Net.Http;
using Newtonsoft.Json;
publicclassNarrativeEngine
{
privatestaticreadonly HttpClient client = new HttpClient();
publicasync Task<string> GenerateNarrative(string context)
{
var apiKey = Environment.GetEnvironmentVariable("OPENAI_API_KEY");
if (string.IsNullOrEmpty(apiKey))
{
Logger.LogWarning("OPENAI_API_KEY not set");
returnnull;
}
client.DefaultRequestHeaders.Authorization =
new System.Net.Http.Headers.AuthenticationHeaderValue("Bearer", apiKey);
var request = new
{
model = "gpt-4",
messages = new[]
{
new { role = "system", content = "You are a narrative generator for Subnautica 2 multiplayer sessions." },
new { role = "user", content = $"Generate a journal entry: {context}" }
},
max_tokens = 150
};
var response = await client.PostAsync(
"https://api.openai.com/v1/chat/completions",
new StringContent(JsonConvert.SerializeObject(request), System.Text.Encoding.UTF8, "application/json")
);
var result = JsonConvert.DeserializeObject<dynamic>(
await response.Content.ReadAsStringAsync()
);
return result.choices[0].message.content;
}
}
Troubleshooting
Session Connection Failures
Problem: Cannot join session, timeout errors
Solutions:
Verify firewall allows UDP ports 7777-7787
Check NAT type: Strict NAT requires manual port forwarding
Increase timeout in config:
"network":{"timeout_seconds":60}
Diagnostic command:
/network_diagnostics
# Shows: NAT type, port status, peer connectivity
Inventory Desynchronization
Problem: Players see different inventory states
Solutions:
Force full resync: /synergy_resync inventory
Check network latency: /synergy_status
Verify Merkle hash integrity:
var localHash = InventoryHasher.ComputeMerkleRoot();
Logger.LogInfo($"Local inventory hash: {localHash}");
High CPU Usage
Problem: Performance degradation with multiple players
Solutions:
Reduce creature_spawn_divider in config
Disable API integrations if enabled
Lower max_players count
Adjust sync frequency in BepInEx/config/DeepSynergy.cfg:
[Synchronization]StateUpdateHz = 10# Lower from default 20
voidUpdate()
{
var perfStats = SessionManager.Instance.GetPerformanceStats();
if (perfStats.AverageLatency > 150)
{
Logger.LogWarning($"High latency detected: {perfStats.AverageLatency}ms");
}
if (perfStats.PacketLossRate > 0.05)
{
Logger.LogWarning($"Packet loss: {perfStats.PacketLossRate * 100}%");
}
}
Advanced Usage
Custom Session Events
using DeepSynergy.Events;
// Define custom eventpublicclassBaseConstructedEvent : ISyncEvent
{
publicstring PlayerId { get; set; }
public Vector3 Position { get; set; }
publicstring BasePartType { get; set; }
publiclong Timestamp { get; set; }
}
// Broadcast custom eventvoidOnBasePartPlaced(BasePartType type, Vector3 position)
{
var evt = new BaseConstructedEvent
{
PlayerId = LocalPlayer.Id,
Position = position,
BasePartType = type.ToString(),
Timestamp = NetworkTime.CurrentTime
};
StateSynchronizer.BroadcastCustomEvent(evt);
}
// Handle custom eventvoidOnCustomEventReceived(ISyncEvent evt)
{
if (evt is BaseConstructedEvent baseEvt)
{
Logger.LogInfo($"Player {baseEvt.PlayerId} built {baseEvt.BasePartType}");
}
}
This skill covers the essential knowledge needed to install, configure, use, and troubleshoot the Deep Synergy Multiplayer Mod for Subnautica 2 using BepInEx.