Future multi suggestion
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- Joined: 26 Aug 2004, 08:11
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- Posts: 436
- Joined: 26 Aug 2004, 08:11
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- Posts: 436
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- PauloMorfeo
- Posts: 2004
- Joined: 15 Dec 2004, 20:53
Well, i can think of one...jouninkomiko wrote:i still dont see any advantage to it other than file transfer. With the miniscule amount of data plaintext and a few messages require, why bother with p2p?
The server would be used to provide us with p2p conection-links but if the server went down, all conections already established would be kept alive. All others would not be able to start new ones but the ones that already did, would not lose they're's...
Ideally, all PC's that were conected to the server, would have a list of other PCs in the Internet and even with a server crash, they could be able to start new chat rooms, game rooms, etc. They could even trade lists of other PCs alive in TA-Spring and as such, the TA-Spring network would remain completely alive even though the server was down.
Keep in mind, though, that although i am a networks administrator, i do not have great knowledge of how p2p works in a practical sense...
lol, Though try not to use your powers to start censoring my posts again word by word like you used todo ages ago
Yah and maybe if our accounts had profiles and avatars that were stored locally. Besides we have a lot of transfers for files, updates addons maps units etc. Maybe for now a simple program to create and use torrents for these files would be the best option.
Yah and maybe if our accounts had profiles and avatars that were stored locally. Besides we have a lot of transfers for files, updates addons maps units etc. Maybe for now a simple program to create and use torrents for these files would be the best option.
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- Joined: 26 Aug 2004, 08:11
nah for Filetransfers for maps avatars unti setc I think bit torrent for anythign larger than 100kb is goign to be useful. A centralised system like a webserver such as shade suggested would eb useful for the lobby itself and mods and fast distribution but after a few days the bit torrents would eliminate the need for those with the client. I'm sure that someone could easily create a proxy for the client and use that as a gateway to some p2p code, all that'd be elft would eb integrating the client and server into eachover for lobby
Because of the way that BT works, and the classification and potential demand for TA (Spring?), I think that bittorrent is a bad idea to start off... Highly available files would be a upmost need. There are other things to consider as well, like a hosts bandwidth, and file transfer.
Another idea would be to have strategically placed mirrors; for example, IF TA was to become open source (having read the FAQ, I know this hasn't been decided yet) one could host the project on sourceforge. As most of you probably know, sourceforge has mirrors everywhere.... And, of course, it's free.
Just a thought.
Another idea would be to have strategically placed mirrors; for example, IF TA was to become open source (having read the FAQ, I know this hasn't been decided yet) one could host the project on sourceforge. As most of you probably know, sourceforge has mirrors everywhere.... And, of course, it's free.
Just a thought.
And I say Bit torrent is a very good idea cosnidering the SY's already use it. The initial rush to get spring would make bit torrent useless btu after a day ro two bit torrents would eb more effective than the server downlaod with its 150kbps limit, and would provide far faster downlaods and availability. So thats why i said both. Besides teh SY's are very likely to release spring as a torrent file and downlaod with limited downway traffic as they have with the videos
i think it would be a good idea to be honest, although on a much smaller scale, not like a big database of maps... just if there's 4 people on a server, and 3 of them have the map, them all uploading would be better than just one, you could have list of required files and hashes for them. (which is basically what a .torrent file is, although it has more than one hash depending on the file size and has tracker info and stuff) i don't think a p2p system for actually playing is such a great idea though, it increases the bandwidth for everyone (think of uploading the same thing 3 times instead of just once) and is just basically outdated... it also requires everyone to forward ports for best results, which pretty much kills anyone on a campus connection. i know if some people are on a server and it goes down then that's it... game over, but almost every game does that and it's rarely an issue, perhaps that's where saving games would come in useful, so at least you can continue it... which gives me an idea, you could basically use a demo as save game, so if you ever do plan to implement that... there you go :)
- [K.B.] Napalm Cobra
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