GSoC Reconnect Host change: Difference between revisions

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New page: = 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. == Backgr...
 
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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 ==
== Background ==
Spring's network model implies the existance of a server to host a battle, because of various reasons, the network link between host and clients can die, a system should be designed to allow manual and/or automatic switch game 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.
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 ==
== Required skills ==

Revision as of 22:58, 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, 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 server switch, particular measures should be adopted to prevent cheating

Possible Mentor(s)

FORUMLINK

Google_Summer_of_Code_2010