GSoC Reconnect Host change: Difference between revisions
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== Why == | == Why == | ||
Network links can sometimes be unreliable, being able to overcome temporary issues will improve play experience. | Network links can sometimes be unreliable, being able to overcome temporary issues will improve play experience. | ||
== | |||
Spring's network model implies the | == 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 == | == Required skills == | ||
* C++ | * Knowledge of C++ | ||
* General networking knowledge | * General networking knowledge | ||
* Understanding Spring's networking model | |||
* Understanding Spring's networking | |||
== Difficulty == | == Difficulty == | ||
Estimated: medium to hard | 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 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. | * During a server switch extra measures need to be implemented to prevent cheating. | ||
[[Category:GSoC]] | |||
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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.