GSoC Reconnect Host change: Difference between revisions

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standardizing requirements format
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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.
== Background ==
 
Spring's network model implies the existance of a server to host a battle. For various reasons the network link between host and clients can die, so 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.
== 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 ==
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== 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.


== Possible Mentor(s) ==
[[Category:GSoC]]
 
[http://www.example.com FORUMLINK]
 
[[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.