Other > Winter 2011/2012
Moonwalk bug is solved?
pistacja:
--- Quote from: Savager on December 26, 2011, 02:53:37 pm ---Or u are doing turn based only.
--- End quote ---
Got me there ;D
But fo is not that fast, especially with the moonwalk.
If you compare fonline with a fpp shooter, then the 'bitrate' of needed updates makes fo a slow action game. In fo a player position, location or state is quantized (finite, integer -he/she can only be at a given hex and nowhere in between, facing one of six fixed directions), all players move at a fixed rate (well two rate - walk or run), shots are calculated at the shooting frame so there is no need to update a projectiles position and test it for collisions. So if a step (a move from hex 1 to hex 2) takes 0.5sec then for movement you only need the server running at 2 frames per second. I'd be suprised if the fonline server run at more the 8-10fps. For a fpp-type game you need x,y, and z position and x,y, z rotation as a floating point to determine a players position and orientation (or a 4x4? matrix for quaternion), fpp game servers run at 16-20fps, but I wouldn't be surprised if some ran at the same rate as a client game (~60fps).
Anyway, it's getting offtopic, and I don't know enough to be saying how the fonline server works internally.
Johnnybravo:
UDP itself is useless, so to use it you have to build your own code on it, where TCP comes with pretty much everything ready. That's pretty much the only reason to use TCP in game, but much of the overhead from TCP you never need, because games almost never require all the packets to be delivered (like parts of movement can be left undelivered, because new data will overwrite them anyway) and usualy don't need to come in specific order.
Fonline is fine on TCP, but would still benefit from more specialized system built on UDP.
Caled:
--- Quote from: Johnnybravo on December 26, 2011, 04:19:57 pm ---but much of the overhead from TCP you never need, because games almost never require all the packets to be delivered (like parts of movement can be left undelivered, because new data will overwrite them anyway) and usualy don't need to come in specific order.
--- End quote ---
This is the problem. Fonline way to move players do need to have right order reception and new data do not overwrite undelivered one.
This together with slow sync rate (only on shoot or other action) lead to bug such as moonwalking.
runboy93:
--- Quote from: Savager on December 26, 2011, 02:28:08 am ---So u where working about this connection thing devs?
--- End quote ---
Or maybe you should get better internet connection ::)
It's not always side of server, can be also you connection.
Shonsu:
--- Quote from: runboy93 on December 26, 2011, 06:01:35 pm ---Or maybe you should ger better internet connection ::)
It's not always side of server, can be also you connection.
--- End quote ---
I have a good net connection. 200 ping. I still get moonwalk. Frequently.
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