Suggestion to network code

Suggestion to network code

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

Moderator: Moderators

Post Reply
sergey
Posts: 25
Joined: 16 Oct 2005, 19:32

Suggestion to network code

Post by sergey »

Just played GUNZ online game and find out that these gius using intresting network code for their game. Like everybody working as host and sends the comaaands to all other players.

How it an help us?

1) lower pings. All information goes directly to players - dont need to send it to host first.
2) if host quits the battle continues. Preatty good stuff. Doesnot matter - everybody is virtually hosting the game.
3) better connectivity. If we host cant reach one player, but smb else can - the information go thrue that player. So this approach works ok for games where some player are on LAN.

What thinking?
User avatar
jcnossen
Former Engine Dev
Posts: 2440
Joined: 05 Jun 2005, 19:13

Post by jcnossen »

But everyone would need to have their ports forwarded which does not always work...
Also the syncing method of spring requires strict control of clients running game-frames
electricitylikesme
Posts: 7
Joined: 27 Jan 2006, 09:37

Post by electricitylikesme »

Maybe when the host quits they could designate a new host and broadcast which IP this should be.
User avatar
Orbu
Posts: 23
Joined: 27 Aug 2004, 08:15

Post by Orbu »

What about network traffic for each? This will not increse for every player? More bandwith?
User avatar
altaric
Posts: 185
Joined: 28 Oct 2005, 10:07

Post by altaric »

Gunz is a fun game :)
anyways .. the idea of migrating host is good i think but not easy i agree :) Empire Earth does it also if i'm right
every clients being host isn't such a good idea for sync of course but also for security purpose just my opinion tho
User avatar
AF
AI Developer
Posts: 20687
Joined: 14 Sep 2004, 11:32

Post by AF »

One idea I had was having co-hosts say a second player that isnt the host but takes over when the host dissapears for whatever reason or can act as proxy should the hosts bandwidth be saturated (rare occasions where they where stupid enough to let the one with crappy connection be the host).

The host would keep the co-host as upto date as possible then when the host dissapeared the cohost would take over followed by an immediate resync.
Chocapic
Posts: 556
Joined: 16 Oct 2005, 03:35

Post by Chocapic »

AF wrote:One idea I had was having co-hosts say a second player that isnt the host but takes over when the host dissapears for whatever reason or can act as proxy should the hosts bandwidth be saturated (rare occasions where they where stupid enough to let the one with crappy connection be the host).

The host would keep the co-host as upto date as possible then when the host dissapeared the cohost would take over followed by an immediate resync.
allthought there would have to be checked upon game entrance if the co-host has ability to host towards the in-game players by any mode available, if not than that one couldnt be a co-host
Post Reply

Return to “Engine”