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Lobby client: support for 32 players

Posted: 29 Mar 2007, 17:08
by TradeMark
Spring supports 32 players, right?

So why not make lobby client also support 32 players?

I wanna see some really big games... ^^

Posted: 29 Mar 2007, 17:12
by Caradhras
will you buy the server?

Posted: 29 Mar 2007, 17:46
by TradeMark
What server? :|

Posted: 29 Mar 2007, 18:00
by Caradhras
that can handle 32 players

Posted: 29 Mar 2007, 18:02
by TradeMark
I got 10/1 Mbit connection, it can handle 16 at least. I dont think 32 would be big problem...

Posted: 29 Mar 2007, 18:14
by Caradhras
can unitsync handle this?

Posted: 29 Mar 2007, 18:34
by TradeMark
Caradhras wrote:can unitsync handle this?
It should. Only lobby client doesnt support it, as far as i know.

Posted: 29 Mar 2007, 18:35
by Caradhras
we should wait for the new unitsync...then a lot mor should be possible

Posted: 29 Mar 2007, 18:35
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

Posted: 29 Mar 2007, 19:29
by KDR_11k
What happens when you have more than 5000 units in play? I heard Spring crashes when that happens.

Posted: 29 Mar 2007, 20:22
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.

Posted: 03 Apr 2007, 00:53
by TradeMark
So are we getting this in any time soon?

Posted: 03 Apr 2007, 01:52
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.

Posted: 03 Apr 2007, 01:59
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 ;)

Posted: 03 Apr 2007, 02:16
by Snipawolf
32 players? Christ, we are gunna have SupCom proportioned units and maps soon...

Posted: 03 Apr 2007, 03:09
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.

Posted: 03 Apr 2007, 03:19
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.

Posted: 03 Apr 2007, 04:26
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.

Posted: 03 Apr 2007, 08:00
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?

Posted: 03 Apr 2007, 08:33
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.