Lobby client: support for 32 players

Lobby client: support for 32 players

Requests for features in the spring code.

Moderator: Moderators

User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Lobby client: support for 32 players

Post by TradeMark »

Spring supports 32 players, right?

So why not make lobby client also support 32 players?

I wanna see some really big games... ^^
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Post by Caradhras »

will you buy the server?
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

What server? :|
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Post by Caradhras »

that can handle 32 players
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

I got 10/1 Mbit connection, it can handle 16 at least. I dont think 32 would be big problem...
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Post by Caradhras »

can unitsync handle this?
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

Caradhras wrote:can unitsync handle this?
It should. Only lobby client doesnt support it, as far as i know.
Caradhras
Posts: 381
Joined: 31 Jul 2006, 21:49

Post by Caradhras »

we should wait for the new unitsync...then a lot mor should be possible
hollowsoul
Posts: 665
Joined: 06 Jun 2006, 19:49

Post by hollowsoul »

unitsync doesnt need to be updated as far as i know.

Just spring & TASClient & possibly TASServer.
Maybe even lobby protocol, to tired to check if room in bitmask to see what max player value could be atm
User avatar
KDR_11k
Game Developer
Posts: 8293
Joined: 25 Jun 2006, 08:44

Post by KDR_11k »

What happens when you have more than 5000 units in play? I heard Spring crashes when that happens.
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

There are 2 bottlenecks here:

TASClients GUI

TASClients protocol

the server protocol stores ally and team sides in bitfields. You'd have to increase the number of bits allocated to these bitfields or use a more 'sane' method of storing the data such as an integer rather than a bitfield.

Also, team 17 is GAIA, so the natural limit is 16, however there's nothing stopping a lobby from allocating teams 1-32 once the protocol limitation is removed.
User avatar
TradeMark
Posts: 4867
Joined: 17 Feb 2006, 15:58

Post by TradeMark »

So are we getting this in any time soon?
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

the ppl you need to spek to are:

Betalord: doesnt surf these forums
Devs: Would prefer you gave them a patch changign the team GAIA occupies from 17 to 33 or something like that.
trepan
Former Engine Dev
Posts: 1200
Joined: 17 Nov 2005, 00:52

Post by trepan »

The Gaia team isn't actually 17 (or 16, using the 0 indexing).
If a LuaGaia script is running, it actually adds one more team
after all the real teams and uses that for its number. This
reduces the amount of time spent looping because of
gs->activeTeams. As far as I know, LuaGaia is the only feature
that uses the extra slot. The team number used by LuaGaia is
recorded in gs->gaiaTeamID.

P.S. For features, the "gaia" allyteam is -1, and the team is 0
(for drawing, FLOZi's recent addition). All of this team index
handling should probably be cleaned up.

P.P.S. Hm, it might be that lua start scripts that create units
with a team of -1 use the (MAX_TEAMS - 1) Gaia slot as well.
I'm not sure though, doesn't appear that gs->activeTeams takes
that into account. Again, probably time for a cleanup ;)
User avatar
Snipawolf
Posts: 4357
Joined: 12 Dec 2005, 01:49

Post by Snipawolf »

32 players? Christ, we are gunna have SupCom proportioned units and maps soon...
User avatar
FLOZi
MC: Legacy & Spring 1944 Developer
Posts: 6241
Joined: 29 Apr 2005, 01:14

Post by FLOZi »

trepan wrote: P.S. For features, the "gaia" allyteam is -1, and the team is 0
(for drawing, FLOZi's recent addition).
To be more specific:
default allyteam and team are -1, team is 0 for loading the model only, if its a corpse, it inherits the allyteam and team of the unit that died to make it.
User avatar
smoth
Posts: 22309
Joined: 13 Jan 2005, 00:46

Post by smoth »

Trademark, I am not sure if you realize how much each player you add in adds to the total overhead of spring. It can be pretty hefty.
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

KDR_11k wrote:What happens when you have more than 5000 units in play? I heard Spring crashes when that happens.
Not always.
User avatar
Felix the Cat
Posts: 2383
Joined: 15 Jun 2005, 17:30

Post by Felix the Cat »

Caradhras wrote:will you buy the server?
The question is, will he buy everyone's Crays that they'll need to play with 32 people?
User avatar
Neddie
Community Lead
Posts: 9406
Joined: 10 Apr 2006, 05:05

Post by Neddie »

I might be able to run a 32 player game with my machine, actually, and mine isn't the best in the community. That is, if everybody else in the game is on the U.S. Western Seaboard with a high speed connection, and at least 768 MB RAM/256 Video RAM/2.8 GHz Processor Speed.

Of course, that is a rough estimate.
Post Reply

Return to “Feature Requests”