GSoC Reconnect Host change: Difference between revisions

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m Protected "GSoC Reconnect Host change": protecting during application period [edit=sysop:move=sysop] (expires 22:00, 10 April 2010 (UTC))
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* During a server switch extra measures need to be implemented to prevent cheating.
* During a server switch extra measures need to be implemented to prevent cheating.


== Possible Mentor(s) ==
[[Category:GSoC]]
 
[[Google_Summer_of_Code_2010]]

Latest revision as of 18:54, 2 March 2012

GSoC idea: Reconnect / Host change during a match

Why

Network links can sometimes be unreliable, being able to overcome temporary issues will improve play experience.

What

Spring's network model implies the existence of a server to host a battle. For various reasons the network link between host and clients can be interrupted. A system should be designed to allow manual and/or automatic switching of the game's host (possibly using an existing player after testing load handling capabilities) and manual and/or automatic reconnection from client side if host remains the same.

Required skills

  • Knowledge of C++
  • General networking knowledge
  • Understanding Spring's networking model

Difficulty

Estimated: medium to hard

Technical details

  • During a drop-out clients can be at diverging points in simulation time (game frame), so any solution would have to determine a common point and bring all players to that to ensure sync.
  • During a server switch extra measures need to be implemented to prevent cheating.