GSoC Reconnect Host change: Difference between revisions

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Estimated: medium to hard
Estimated: medium to hard


* During a drop-out, all clients can have different frame amount, it needs 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, particular measures should be adopted to prevent cheating
* 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.

Possible Mentor(s)

FORUMLINK

Google_Summer_of_Code_2010