I think you need to focus on whats important and that's reverting the game back to the way it was when it was online and there were paying customers. If you can't do that I honestly think you should scrap the project.
I think we can all agree that that already is the primary goal of the project, and that we *are* making significant progress towards it.
But even if you, or somebody else, or the whole world, thinks we should scrap the project, that doesn't mean we exactly have to.
Personally, I like working on TSO because it's fulfilling. And I believe it's that way for the other people on the Project Dollhouse team too. At the end of the day, we need goals to work on.
Who informed you that TSO was using their data streams to "sync simulations"?
I'll assume that you meant: "Who informed you that TSO was using only SimAntics data to sync simulations?"
Nobody has informed us, but it's a very reasonable guess. In most online games today, you can control the location of your character and the rotation of your gun's aim with fine precision, and these variables are instantly updated on the other players' computers continuously during gameplay (many times per second). But in The Sims Online, there is not even one variable which the player has very fine precision over (e.g. the player can only command a sim to move to one of a countable number of square tiles, and there are only 4 character rotations), and even if the player's actions sometimes take several seconds to be updated on the other players' computers every once in while, that's considered acceptable for this game; it will not lead to unfairness (or cheapness) of gameplay, and it will probably not bother the players. For these two reasons, if we decide to synchronize players together by only communicating the players' input and random variables used (or equivalently, the entire SimAntics state and its changed variables), we do not have to worry about the problem of desynchronization (also called the "butterfly effect", e.g. if you have ever played Super Smash Bros N64 online with someone else using Kaillera with PJ64K, you are familiar with this problem) because we can afford to first of all, submit all the simulation data to and from the cityserver very quickly (since it doesn't amount to much), and second, have the client stall the game (do not progress the simulation) until it has received 5-seconds-old-or-younger simulation data from the server.
The function in The Sims Online that performs as many SimAntics simulation ticks as necessary to become up-to-date with a given time is located is called "ClientIdle" (according to a debugging string in TSO Pre-Alpha), and is located at base+0x1ecfc in TSOSimulatorClientD.dll in Pre-Alpha. (
More info in this thread.) It's a pretty good guess that the given time is provided by the cityserver whenever the cityserver provides new simulation data to the client.
Hope that helps. Cheers.