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Message #11980
Re: [Merge] lp:~widelands-dev/widelands/net-relay into lp:widelands
> For the clients this mapping does not exist since they don't have to care about other clients; the game state is always send by the game host.
Okay, now I got it. using a string as identifier for all packets is not wise, since packets can be small and would grow in size tremendously though this. So I think we stick with the current design and only the host knows the ping times.
> (When I think about it: using a byte means that the relay has to restrict the number of participants in a game to 250. I have to check this.)
This seems sufficient. We must keep in mind that we multiplex the bandwith of our net-relay too with the number of connections.
1) I understood now. Let's keep this information between host and net-relay for now then. We can always expand the protocol later to get this information to every connected entity.
2) I am of the opinion that the net-relay should be internet only and LAN play should not be touched. There is really no advantage in LAN for the relay, also LAN play is these days probably a rarely used feature - so much so that basically no commercial game supports it anymore.
I take that the code is now ready for a final pass. I will try to do this this weekend.
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https://code.launchpad.net/~widelands-dev/widelands/net-relay/+merge/332386
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