Re: Multiplayer mod - UNRELEASED
Posted: Wed May 28, 2014 4:36 pm
Yea, that's what I thought of possibly doing when Adam was gonna write the server app. EDIT: The keystroke thing, not the distance vector thing; though that's good too. You mention that the client has little authority over where it moves. Does this mean that the client waits for confirmation from the server? Or do you let the client run as usual and rubberband when it de-syncs? Or do you do something else entirely?juanjpro wrote:The client has little authority over where it moves, since it only sends the keys that are being pressed and the collisions are handled entirely by the server.
What I meant is that if a player is too far away from something, the server will not tell the client about that thing.
Since you're using UDP, how are you structuring your packet sending/receiving? ie. Do you validate the order of the packets? What kind of headers do the packets have? etc.juanjpro wrote:I don't really understand what you're saying here.MonocleBios wrote:Also, if you don't mind me asking purely out of interest, how(if you are that is) are you wrapping/unwrapping packets and doing confirmation checks?