A chip for all intents and purposes acts as a synced integer/string/bool variable across all active servers for that room. The only caveat is it only syncs once, and it’s upon the room being loaded, this would allow for games or events where the players that are spread across all the servers can collaborate on a goal. A few examples would be: hidden collectibles found; a board showing the progress the entire playerbase how many they have collected. And a global consumable item where players collect it from within the game, and the next time they play they will have that item to use.
I would believe RecRoom would need to ratelimit this chip, but it would be cool if it could support tables, too.
Read Global Value to simply just read the value, use minimal heat, and if it returns a rateLimit, you’re checking the Global Value too fast and it’ll just keep the last result that you have read.
Set Global Value, will attempt to set this value for all available rooms, including into the future, if it fails, it’ll simply return the result that is still set, uses slightly more heat as it’s both attempting to set the value, and get what the value is now set to.
Then for all rooms, an event receiver saying this value has just been updated and to use this information as needed.
I would probably also say that Global Values are probably going to be persistant? Or is it going to be volitile. In which RecRoom could provide two different options. ‘Saved Global Value’ and ‘Global Value’… Saved Global Values would be persistant, even when no instances are available.