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Author Topic:   Online Networking Code!!!! Now moved here!!!!!!
Spanky the Mad Dog
Pilot
posted 03-18- 04:00 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

I moved the networking descussion here since its muddleing up the padlock one.

PLEASE USE IT!!!!

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bakunin
Pilot
posted 03-18- 05:03 AM     Click Here to See the Profile for bakunin     Edit/Delete Message   Reply w/Quote
Hi,

I just wanted to say, if Mighty or MH is fixing the network code, we easily could test it every So in our JV44 night.
It turned out to be a well visited event. So you would get a good feedback and may be you could use the result as an input to your RC project. Therefore you could use FS as a test for the network code of RC. Just a suggestion.
What about a "quick" fix like sending packets twice or even better sending a summary every second like you do with points. So every airplane knows, oops I am more damaged as I thought.
I know you have no time at all. I am just dreaming to have something, which is may be a bit better than what we have now. Anyway I will wait until it is done, like I did always

Regards
Bakunin
JV44

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Spanky the Mad Dog
Pilot
posted 03-18- 05:11 AM     Click Here to See the Profile for Spanky the Mad Dog   Click Here to Email Spanky the Mad Dog     Edit/Delete Message   Reply w/Quote
Spanky here...

Mighty can you reiterate your ideas to get the ball rolling agian?

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Whirlwind
Pilot
posted 03-18- 02:12 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
I am wondering what they are sending in the packets. Delta's (X,Y,Z,roll,pitch,yaw), actions (yank,bank,kick), or what...

I also wonder if a hit is a different call back than a common action, like roll, etc.

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Mighty
Pilot
posted 03-20- 03:29 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
Whirlwind, you've pretty much got it.

Eric transferred the matricies between machines and then on the client machines he interpolated from the last known position to the more current one.

He sends a "status" message every once in awhile which includes info on the DOFs (gear position, bent parts, gun position, firing or not, etc.)

Apparently bombs dropping and the prop spinning are separate messages and not part of the status message. Otherwise, those would synch back up eventually.

Damage messages are a separate packet.

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Whirlwind
Pilot
posted 03-20- 03:41 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
The damage packet appears to be a redheaded stepchild recently. From the rumor mill, I've heard comment that it may be fixed already. No need to change the net code if the 'big beef' has been fried and eaten. Plane locations are rarely complained about, aside from the demon lag (daemon?).

Lag could be cleared up by some server tweaks (packet size optimization, more memory, better bandwidth, etc).

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Falck
Pilot
posted 03-20- 04:03 PM     Click Here to See the Profile for Falck     Edit/Delete Message   Reply w/Quote
Mighty, interesting that guns firing is a status message.

I find that when a plane apparently loses its prop online you can also no longer see tracers from that plane.

Just thought you'd like to know.

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Mighty
Pilot
posted 03-20- 05:11 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
Falck, that's interesting. I guess the sim is getting itself into a state where it doesn't know it needs to send a new status message.

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Mighty
Pilot
posted 03-20- 05:15 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
Whirlwind, from what I've seen, the one second delay handles network-induced lag pretty well. Other than that, when I see a plane "lagging" it's because that plane's host machine isn't maintaining 20 fps. I haven't played many games where one or more people had a 1000+ ping to each other, which would also show up as lag. Tweaking the packets isn't going to help in either of those instances.

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Mighty
Pilot
posted 03-20- 05:19 PM     Click Here to See the Profile for Mighty   Click Here to Email Mighty     Edit/Delete Message   Reply w/Quote
Oh, and BTW. I finally remembered to ask Michael and he says he did get a chance to implement the "damage status" messages that we've been discussing here. It hasn't been fully tested, but he used ActiveNet to simulate a crappy connection and he said that it appeared to behave as he expected.

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Whirlwind
Pilot
posted 03-20- 05:26 PM     Click Here to See the Profile for Whirlwind   Click Here to Email Whirlwind     Edit/Delete Message   Reply w/Quote
Cool beans! You can tell I don't play online much (uh, when was the 4v4 tourney?). Simply awesome. I guess there is no real need for a network adjustment on any user's behalf (unless you count a faster system . How big of a deal would it to be to add a persistant playing field, say if the users wanted to give their hand at coding it...

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