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[glob2-devel] Next Release: Targetting Network Games
From: |
Bradley Arsenault |
Subject: |
[glob2-devel] Next Release: Targetting Network Games |
Date: |
Mon, 7 Aug 2006 22:54:24 -0400 |
In the next release, other improvements aside, I think we should put
multiplayer as the priorty. This means solving desyncs, in particular,
this 0 checksum seems to be hiding all other encountered desyncs
(since the 0 checksum bug started appearing, I have only seen a desync
not involving it once). So, heres to gather the information about that
bug
1) It can, and most often does, only happen to one person in a multiplayer game.
2) It can be reproduced if one person serioussly lags there own system
3) Checksums are 0 by default, which means if the packets aren't be
recieved for some reason and the normal damage control is failing,
that could be the cause
4) I am fairly certain this is a client error, the checksum is being
sent, just not recieved properly.
If anyone has a slow computer and lots of free time, I would like to
meet on IRC to try and debug this.
--
If two wrongs don't make a right, why do two rights make wrong?
true^true is false, Bradley Arsenault
- [glob2-devel] Next Release: Targetting Network Games,
Bradley Arsenault <=