author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Wed, 6 Sep 2017 00:52:18 +0000 (03:52 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Wed, 6 Sep 2017 00:55:28 +0000 (03:55 +0300) | ||
commit | 254041134b399e948e554ae99171174a7087ae40 | |
tree | c25b175fa336b98337fa7d57ba7fa03b0919f50f | tree | snapshot |
parent | 638c2b7dfd45b5efbc806624133e8e39d5b04460 | commit | diff |
network code for mplats: looks like it works; see commit comments for some more info
there was a bug with panel syncing on join (introduced by me earlier);
it is fixed now.
internally, server only sends new panel state when something "interesting"
happens (active state changed, direction changed, etc.). in this case,
server will also send monster positions for affected monsters (just in case).
otherwise, dead reckoning should do it's work.
maybe it will be better to spam network with panel/monster state constantly,
i don't know. for now, players with huge lag can be suddenly squashed by
unsynced mplat. this should be checked with real network games.
note that network protocol will likely be changed again when we'll get final
specs for mplats.
there was a bug with panel syncing on join (introduced by me earlier);
it is fixed now.
internally, server only sends new panel state when something "interesting"
happens (active state changed, direction changed, etc.). in this case,
server will also send monster positions for affected monsters (just in case).
otherwise, dead reckoning should do it's work.
maybe it will be better to spam network with panel/monster state constantly,
i don't know. for now, players with huge lag can be suddenly squashed by
unsynced mplat. this should be checked with real network games.
note that network protocol will likely be changed again when we'll get final
specs for mplats.