Xer0botXer0
Senpai
Hi guys,
So while reading up on networking I came across the thought that there are some standard functions required in an mmo(i say mmo because perhaps there's fewer requirements inacoop game)
As an example,
If you get stuck in a wall in a singleplayer game you can open up the console and enable noclip.
1)
In an mmo you may ask a moderator to teleport you out of that position, which means you need the ability to fix issues like that real time instead of bringing the game down for debugging as to why it happened.
2)
But then there's a 'keep alive' thing, perhaps it's the same with your forum session here, if you don't say 'keep me signed in' and your cookies clear you lose your session id ?
So what if a player disconnects, the pc crashes, power goes off, he closes the game with the 'close window' button..
What sort of functionality is required in such a case to inform the server that the player has left (I mean a button that says disconnect always works) but I feel like there should be perhaps a ping sent to the server from the layer side to say they're still connected, if the server doesn't receive a ping from a player in say five minutes then disconnect them ?
3)
Profanity filter
4)
Someone mentioned this:
"- There is a delay when the server sends data to the client too. The server must send his time-stamp too. In the client you calculate the difference time between server stamp and client stamp and move the data a bit forward" what does that mean ?
- More on this:
https://docs.yoyogames.com/source/dadiospice/002_reference/networking/network_set_config.html
Is this how I timeout a socket ?
5)
Someone else mentioned this: I found it interesting that you show the enemies in the past or rather slow down time until your latency goes away ?
"And also, I think you're kind of confused regarding the "200ms in the past thing". If you try to implement such a real-time game, you will notice that it's very hard to deal with latency. A common strategy (used by Valve for CS, and most likely by any other competitive game) is for the client to display *other* players in the past, so that it can interpolate between their past positions rather than trying to guess what they'll do next. Of course, "the past" is like 200 or 100ms in the past, so the human player behind the keyboard will never notice the difference."
6)
Interesting stuff here regarding mmo size:
https://www.gamasutra.com/blogs/Dan..._about_designing_multiplayer_games_so_far.php
So I'm not the expert which is why I'm asking, what sort of functionality should I consider networking wise ?
Less obvious stuff.
So while reading up on networking I came across the thought that there are some standard functions required in an mmo(i say mmo because perhaps there's fewer requirements inacoop game)
As an example,
If you get stuck in a wall in a singleplayer game you can open up the console and enable noclip.
1)
In an mmo you may ask a moderator to teleport you out of that position, which means you need the ability to fix issues like that real time instead of bringing the game down for debugging as to why it happened.
2)
But then there's a 'keep alive' thing, perhaps it's the same with your forum session here, if you don't say 'keep me signed in' and your cookies clear you lose your session id ?
So what if a player disconnects, the pc crashes, power goes off, he closes the game with the 'close window' button..
What sort of functionality is required in such a case to inform the server that the player has left (I mean a button that says disconnect always works) but I feel like there should be perhaps a ping sent to the server from the layer side to say they're still connected, if the server doesn't receive a ping from a player in say five minutes then disconnect them ?
3)
Profanity filter
4)
Someone mentioned this:
"- There is a delay when the server sends data to the client too. The server must send his time-stamp too. In the client you calculate the difference time between server stamp and client stamp and move the data a bit forward" what does that mean ?
https://docs.yoyogames.com/source/dadiospice/002_reference/networking/network_set_config.html
Is this how I timeout a socket ?
5)
Someone else mentioned this: I found it interesting that you show the enemies in the past or rather slow down time until your latency goes away ?
"And also, I think you're kind of confused regarding the "200ms in the past thing". If you try to implement such a real-time game, you will notice that it's very hard to deal with latency. A common strategy (used by Valve for CS, and most likely by any other competitive game) is for the client to display *other* players in the past, so that it can interpolate between their past positions rather than trying to guess what they'll do next. Of course, "the past" is like 200 or 100ms in the past, so the human player behind the keyboard will never notice the difference."
6)
Interesting stuff here regarding mmo size:
https://www.gamasutra.com/blogs/Dan..._about_designing_multiplayer_games_so_far.php
So I'm not the expert which is why I'm asking, what sort of functionality should I consider networking wise ?
Less obvious stuff.
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