GSoC Reconnect Host change: Difference between revisions
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Estimated: medium to hard | Estimated: medium to hard | ||
* During a drop-out | * 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 | * During a server switch extra measures need to be implemented to prevent cheating. | ||
== Possible Mentor(s) == | == Possible Mentor(s) == | ||
Revision as of 23:02, 11 March 2010
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.
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.
Required skills
- C++
- General networking knowledge
- Boost::asio sockets
- Understanding Spring's networking
Difficulty
Estimated: medium to hard
- 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.