rejoining games after dropouts
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rejoining games after dropouts
would it be possible to use the upcoming desync-resync solution to rejoin games? dropping players would be one of the last problems which would ruin a game. dont know how it is in the rest of the world, but here in germany the isp often cuts connection after 24h, so you have to reconnect using a new ip.
Actually there is a chance as I'm doing some rewriting of the netcode atm, and besides this idea I have some other good ones (like dedicated server (as in much more lightweight then current bots use), backup host).
But no promises, anything that's more interesting / RL may get in the way...
EDIT: rejoining after conn probs only ofc (not crashes probably), as KDR correctly points out
But no promises, anything that's more interesting / RL may get in the way...
EDIT: rejoining after conn probs only ofc (not crashes probably), as KDR correctly points out

Last edited by Tobi on 22 Apr 2007, 20:02, edited 1 time in total.
technical stuff:
It's not clear what the reasons for not transferring the full gamestate are (i can guess a few but it's important to know what exactly these barriers are so that the barriers can be removed)
I'm guessing that the main issue is bandwidth? terrain deformations the blocker? just units by them selfs? need to be friendly to 56k? not worth coding?
what if you didn't allow terrain to be changed by explosions/weapons/etc?
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"why it would be useful":
in starcraft there was a save/load feature that worked with multiplayer, if you were playing with friends you could coordinate the loading of a saved game, but when dealing random people on the internet it would be very rare to come across people who were willing to put up the hassle of loading a saved game. once a game was over communication with those you were communicating with would be difficult.
many custom starcraft maps didn't need players to start at the same time and continuously play to have a fun game, if there was the ability for players to join in the middle of the game i doubt there would be a problem
what if we made rejoining/joining a game in progress more transparent to the users?(in comparison to starcrafts save/load)
open source strat game where you can easily join/rejoin a game in progress: freeciv
It's not clear what the reasons for not transferring the full gamestate are (i can guess a few but it's important to know what exactly these barriers are so that the barriers can be removed)
I'm guessing that the main issue is bandwidth? terrain deformations the blocker? just units by them selfs? need to be friendly to 56k? not worth coding?
what if you didn't allow terrain to be changed by explosions/weapons/etc?
~~~~~~~~~~~~~ ~~~~~~~~~~~ ~~~~~~~~~
"why it would be useful":
in starcraft there was a save/load feature that worked with multiplayer, if you were playing with friends you could coordinate the loading of a saved game, but when dealing random people on the internet it would be very rare to come across people who were willing to put up the hassle of loading a saved game. once a game was over communication with those you were communicating with would be difficult.
many custom starcraft maps didn't need players to start at the same time and continuously play to have a fun game, if there was the ability for players to join in the middle of the game i doubt there would be a problem
what if we made rejoining/joining a game in progress more transparent to the users?(in comparison to starcrafts save/load)
open source strat game where you can easily join/rejoin a game in progress: freeciv