This is the mail archive of the
xconq7@sourceware.cygnus.com
mailing list for the Xconq project.
Re: Client/server: out of sync
- To: jan.javorsek@guest.arnes.si
- Subject: Re: Client/server: out of sync
- From: Stan Shebs <shebs@cygnus.com>
- Date: Mon, 2 Nov 1998 19:12:03 -0800
- CC: xconq7@cygnus.com
Date: Mon, 2 Nov 1998 11:41:26 +0100 (MET)
From: Jan Jona Javorsek <jan.javorsek@guest.arnes.si>
How does Xconq do when the game gets out of sync? Is there any resyncing
mechanism? Is one planned?
It just loses right now. I haven't really thought about resyncing
much yet, up till now nobody has expressed much interest in the
networking support... Out-of-sync indicates bugs though, so it's
important to chase down any that occur.
I think QuakeWorld has an interesting approach, making the master the
ruler of all so that clients can be seamlessly (or not so) resynced when
needed.
I think that could be made to work for Xconq - just do the equivalent
of a game save/restore from the master to the losing non-master
("slave" seems inaccurate :-) ). The main casualty would be the state
of any client AIs, although it could be left to the AI code to decide
whether its own state becomes useless or not.
Stan