Idea for better high-latency multiplayer support

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MadEgg
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Post by MadEgg »

And what is the use of the 'master' in your story? Why can't the server be the one that generates the next five ticks and send them to everyone? That would eliminate the delay if the master disconnects, won't require a good connection from the master and reduce overhead overall...
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MagicBuzz
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Post by MagicBuzz »

MadEgg wrote:And what is the use of the 'master' in your story? Why can't the server be the one that generates the next five ticks and send them to everyone? That would eliminate the delay if the master disconnects, won't require a good connection from the master and reduce overhead overall...
It's just to avoid developping and maintaining a new OTTD engine just for server.

With the server like I preconize, the server code will be very very simple, and will never be impacted by any update ot the ottd core game.

It's only task is to generate ticks every 27 ms, relay informations about game from master to all clients, and centralize all actions from client and relay it to master. Just like an hardware router ;) Not anything more.

With that way, developpers will have no need to spend time to create it and maintain it.
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Post by Vurlix »

K, you can stop speculating about how the network might work, it's already pretty much set in stone and ready for public use.
http://sf.net/projects/openttd/
Post all your patches and feature requests here.
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Post by MadEgg »

So what is it like then?
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Warspite
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Post by Warspite »

so will the multiplayer be in the next official release?
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Vurlix
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Post by Vurlix »

Not the next one, but it will be in 0.3, which should be out soon
http://sf.net/projects/openttd/
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Multiplayer Idea

Post by rllercstr7 »

While reading through the previous posts in this forum I came up with a really good idea that no one has proposed for multiplayer. My first thought why do things have to be built immediately when you click, because in real life construction takes time along with approval for use of the land etc... So instead of the track just being there immediately after it is built like in single player mode, in multiplayer after track (or any other object for that matter) is built it goes into a stage of "waiting for approval from local authority" (actually the server). In the state of waiting for approval the track would be highlighted or marked in some way to show that it is proposed to be there, but not yet built. When it is approved (the server oks it and there is nothing in the way), the track is built and becomes useable. By using this system, it ensures that you don'd build something and just have it disappear while still staying realistic. I know that the team is currently finishing the multiplayer system so this might have come a little late. I have been a fan of TTD for quite a while and just discovered OpenTTD. :wink:
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Post by Vurlix »

Multiplayer is already finished (as far as the implementation goes), we just need to add the proper user interface and we're done with it.
http://sf.net/projects/openttd/
Post all your patches and feature requests here.
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