Nope. Once the sync was lost, you were playing two different games: player A on machine A is in room 1, player A on machine B is in room 2. Resetting rand sequence would not correct the introduced error.
The only way to correct such error would be to change model to sync the actual state among machines. But that means completely different code.
All in all, I remember we added the multiplayer code at the very end. If we decided to sync state rather than exchange keyboard+mouse, we would not finish on time.