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continuous sync of complete gamestate/world #8

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nitzel opened this issue Mar 22, 2015 · 0 comments
Open

continuous sync of complete gamestate/world #8

nitzel opened this issue Mar 22, 2015 · 0 comments
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@nitzel
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nitzel commented Mar 22, 2015

Right now it works like this:

  • Complete Sync when connecting
  • Sending updates only (money, planets, changed ships, dead ships, new shots)

If there is any information lost then the system easily gets out of sync, so there should be a continuous synchronization of the ship-list. This would also allow a better control of the amount of data sent.
If we update 5000 ships every second (changed first, and if there are no more changed to be updated, fill the rest with ships that stayed the same) we have a constant throughput and mistakes will be corrected within seconds. The amount of ships to be updated over time can also be adjusted to the maximal possible throughput of the internet connection.

You could also consider it as a ring-buffer that is continuously transmitted.

@nitzel nitzel self-assigned this Mar 23, 2015
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