Join a game in progress as spec

Join a game in progress as spec

Discuss the source code and development of Spring Engine in general from a technical point of view. Patches go here too.

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Caydr
Omnidouche
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Joined: 16 Oct 2004, 19:40

Join a game in progress as spec

Post by Caydr »

Is this technically feasible or would the sudden lag from transmitting the location of a thousand units probably just crash the game?
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Pxtl
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Joined: 23 Oct 2004, 01:43

Re: Join a game in progress as spec

Post by Pxtl »

Caydr wrote:Is this technically feasible or would the sudden lag from transmitting the location of a thousand units probably just crash the game?
I don't think it's feasible, otherwise Spring would be able to recover from sync errors. Pretty sure Spring is designed for "everybody joins at the same time" and nothing else. Otherwise, I'd want OTA "Deathmatch" mode back (which, in my opinion, was the ultimate reason for the Comm Bomb).
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AF
AI Developer
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Joined: 14 Sep 2004, 11:32

Post by AF »

It will be feasable once resync is done, however there'll be a delay between spectator entering and spectator entered so as not to lag the existing players out of sync and cause another resync.
Tobi
Spring Developer
Posts: 4598
Joined: 01 Jun 2005, 11:36

Post by Tobi »

There's been quite a few threads about this already, in one of them I explained it in more detail (sorry can't find it), so I'll just summarize now.

Don't expect it to happen anytime soon. Since it would require sending the entire gamestate over the network , plus, after the gamestate has been received, running the simulation (on the joining client) over the time which was needed to download the gamestate to get in sync with the other players, I don't think it's really feasable. I pointed out some other variants too in the other thread which may make it slighlty more realistsic..., but it's still quite some work to make and it definitely won't be fast...
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