Anixias
Member
Currently, my method is to have the server send a list of all objects close to a client twice per second. I don't like sending lists of objects, and I am about to see how this effects performance:
buffer_write number of objects near the client
loop through them writing their IDs
client receives, repeats loop for the number read from the buffer
add the ID to a temporary list
when all are added, delete any object not appearing on the list
destroy the list
What is your method of syncing destructions?
Also, how long should timeout disconnects be? I'm using UDP. I currently have 5 seconds of no input causes the server to put the player into a safety mode to prevent deaths and stuff. After 30 seconds, it removes the player entirely. The client-side pulls up a disconnect message after 5 seconds of no info received. After 30 seconds, it disconnects.
Anyway, original question, how should I sync object destructions?
buffer_write number of objects near the client
loop through them writing their IDs
client receives, repeats loop for the number read from the buffer
add the ID to a temporary list
when all are added, delete any object not appearing on the list
destroy the list
What is your method of syncing destructions?
Also, how long should timeout disconnects be? I'm using UDP. I currently have 5 seconds of no input causes the server to put the player into a safety mode to prevent deaths and stuff. After 30 seconds, it removes the player entirely. The client-side pulls up a disconnect message after 5 seconds of no info received. After 30 seconds, it disconnects.
Anyway, original question, how should I sync object destructions?