As for multiplayer, it's probably a good idea to look at how other games handle synchronisation, not sure whether OD would be closer what's used by FPS games or RTS games though.
It would be nice to try a game through internet to see if it lags or not
[...]
It is funny because I have the same thoughts but a different conclusion. I would rather say it is good to try a simple synchronisation and see if it works. If not, we will try to do better. As it is said, premature optimization is the root of all evil
I usually think it is better to wait a little bit at each turn than freeze during 1 second when a client is too late. I have tried to speed down the client and I've seen that at some point, the client was getting laggy. With the synchronisation, that didn't happen.
And at the moment, I am trying to go for the full server paradigm but I'm not sure I will be able to do it because the gamemap is much related to graphic stuff. We will see
[teaser on]Don't waste too much time testing it, a new patch should come soon[teaser off]Bertram {l Wrote}:To try some online games would tell us where the lag is residing and in what kind of lag we have to deal with. This may also answer oln question about the FPS/RTS hybrid structure of OD.
I'll likely be available on wednesday evening (UTC+1) for such a thing but I'll be testing the beast on linux locally first
That's not what I meant. I was just saying that I have a more or less working full server versionBertram {l Wrote}:I'm too evil to wait for the next patch. Once I can have some time for that, I'll test it patch or no patch, mwahaha!
That's not what I meant. I was just saying that I have a more or less working full server version
- When we pickup/drop creature, it's a bit slow (1-2 second delay). We would probably have to do something with that. We could hack the client to accept the pickup/drop and until server answer is received. If an unexpected message concerning this creature comes (move, set animation, ...), we drop it automatically because it means server didn't accept pickup/drop.
- Tiles have only 2 states (claimed or not). I have seen there is another state where it has the player color but I didn't take time to look for it.
- Creature's info is only updated when level up (not everything, I just tried the most important). I think it would require too much bandwidth to send each creature info each time it changes. Maybe we could hack the server gamemap somehow so that the server player can have the informations.
I've added logs and it seems 1 turn lasts a bit less than 1 second. The problem is that the server receives the ask pickup command and checks if it is allowed or not. If yes, he posts a server message for the client. Then, he does 1 turn and processes for the server message. The validated pickup order is sent back to the client. It was much faster when I was sending directly the message to the client (without posting a new message) like in the version you puched. But It is not clean because gamemap may have posted stuff concerning this creature.Bertram {l Wrote}:Sounds relevant. Do you know whether it is slow also on the server?
Ok. I have still not seen workers take over tiles claimed by an ennemy. But I have seen a bug : one of my worker claimed a tile after one partially claimed one.Bertram {l Wrote}:When you see dirt colored but not claimed, it's a bug. Tiles are either claimed or not on the visible side. Internally, the colourValue parameter is here to tell about how much % the tile has been claimed.
I'm not very used to it but yesBertram {l Wrote}:N.B.: Could you have a look at the pull request I've made? Thanks!
But I have seen a bug : one of my worker claimed a tile after one partially claimed one.
That's not what I am talking about. I have seen a worker claim the tile AFTER the partially claimed one. Which is a bug IMHOBertram {l Wrote}:Doesn't seem to be a bug said like to me A worker can finish the work of another one. It's ok that way, IMHO.
If you play through internet, yes.paul424 {l Wrote}:Well does establishing a TCP/IP session requires to have a unique IP address ?
We all do when surfing on internet To know yours, you can go to some site like http://whatismyipaddress.com/paul424 {l Wrote}:So do you have an public IP server?
ThanksBertram {l Wrote}:congrats for the newest pull request.
I am usually available after 9pm-10pm (when babies are sleeping). Is there some good chat program we could use to set up the game and the network (or maybe IRC) ?Bertram {l Wrote}:Once it is merged, we can have a lan party if you want. What is your availability for the end of this week and the next?
Bertram {l Wrote}:Let's use IRC: (The channel link advertised on the website) http://webchat.freenode.net/?channels=opendungeons
We all do when surfing on internet To know yours, you can go to some site like http://whatismyipaddress.com/
Bertram on IRC!
Not sure I'll be available to play, but I might be at least on IRC to follow how it's going on :-)
No, it's you public IP (given to you by your provider)paul424 {l Wrote}:Ohh really , I though that's IP of my ISP provider ...
Yes, It's answeredBertram {l Wrote}:@hwoarangmy:
Ah btw, have you seen my comment there?
https://github.com/OpenDungeons/OpenDungeons/pull/32
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