Sorry your browser is not supported!

You are using an outdated browser that does not support modern web technologies, in order to use this site please update to a new browser.

Browsers supported include Chrome, FireFox, Safari, Opera, Internet Explorer 10+ or Microsoft Edge.

Geek Culture / Multiplayer Programming in DB Pro

Author
Message
Raven
19
Years of Service
User Offline
Joined: 23rd Mar 2005
Location: Hertfordshire, England
Posted: 15th Jul 2005 03:00
Actually Syncing Connections has little to do with physically slowing down the players computer. In-fact my point above is that most people seem to think that capping the Sync Rate in DB/P means it'll work identically on all system.

This just isn't true.
For Networking though you have to think, outside the box on how your Syncronising the Connections.

Technically speaking when a new user logs in to a game what you want to do is find out how quickly it can send data. Every computer is different.

Games like Half-Life 2 (and right back to quake), solve this issue by setting something known as NetSpeedRate. What this does is let the Server and Client know when they can expect to see the next data packet.

For example a Network Speed of 15000, would mean that every 150ms you send & recieve another packet. This prevents server overloads from too many calls per second.

Personally the way I do it is through a check System.
-> Send Data
-- Check For Response
if Response = 1
<- Get Packet
^^ Repeat

The Key is to send the players entire packets containing ALL of the data they need. Well atleast conserning the Players, stuff like chat can be done seperately because it's not a major issue if chat lags. (annoying for timed strkes but better than being owned by a LPB )

With this Systen it basically limits all of the Data to bursts.
It's a very good system that's been in-place for years though. Rather than limiting the game itself, you simple limit the data calls being made.

The difference in the speed of the connection is instantly noticeable too.

Again, if you like I can write up some simple code to show you exactly what I mean. Another good point about this method is you can setup limits Per Player. So thier connection speed will only cause the minimal ping effect on the server itself, and if done right you can almost eliminate it.

Benjamin
21
Years of Service
User Offline
Joined: 24th Nov 2002
Location: France
Posted: 15th Jul 2005 03:36 Edited at: 15th Jul 2005 03:40
Ok I understand what you mean now. When I said refresh rate, I meant the delay between sending data, not the actual framerate. I've been using timer based methods since I started developing the first multiplayer plugin, but that check system I didn't think of. Seems like a good idea. ... However its efficiency would depend on latency, wouldn't it? Either way, I like that idea.


"Lets migrate like bricks" - Me
heartbone
22
Years of Service
User Offline
Joined: 9th Nov 2002
Location:
Posted: 16th Jul 2005 12:14
I just released a completed DB Pro networked game.

http://www.heartbone.com/ETC/EasyTankCOMMBATCD.html

Enjoy.

Peace, the anti-Bush.
Merranvo
19
Years of Service
User Offline
Joined: 24th May 2005
Location: That ^ is a Orange
Posted: 16th Jul 2005 14:41
Quote: "
Easy Tank COMMBAT End-User License Agreement

1] You must agree that that it is wrong to bomb any human beings for any reason. You further agree that participating in any bombing of humans is a COWARDLY thing to do.

2] You must agree that most U.S. CORPORATIONS provide a COMMUNIST styled political environment for their workers. You further agree that the corporations are ANTI-DEMOCRATIC establishments and that the persecuted, demonized, neglected and marginalized labor unions are the only democratic institution pertaining to workers within corporate operations.

3] You must agree that there should be no laws against possession or personal use by U.S. citizens of any growing plant or plant derivatives. You further agree that the U.S. anti-drug hysteria is WHITE RACIST in origin and the federal drug laws are blatantly UNCONSTITUTIONAL.

4] You must agree that the U.S. HEALTH INSURANCE companies are an unnecessary EVIL. You further agree that the health insurance companies are PARASITES on the population.

5] You must agree not to modify or remove the files contained in this distribution.

-------------------------------------------
The use of Easy Tank COMMBAT by an adult constitutes user acceptance of the above agreements. Children 15 years and younger and mentally challenged adults
"


Nice terms of agreement.
Teh Go0rfmeister
21
Years of Service
User Offline
Joined: 17th Aug 2003
Location:
Posted: 17th Jul 2005 18:25
just to let you guys know, in this motnh's pc format theres an article about what things to consider when making an mmo

Login to post a reply

Server time is: 2024-11-15 13:32:05
Your offset time is: 2024-11-15 13:32:05