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-   -   [Experimental] SRB2 Client-Side Synch Code Test (https://mb.srb2.org/showthread.php?t=43319)

choalover 03-10-2018 08:17 AM

[Experimental] SRB2 Client-Side Synch Code Test
 
1 Attachment(s)
I made the SRB2 synch code client-sided, and I'm gonna need some help testing it since it is a multiplayer experimental mod. As of right now, libmingwex-0.dll is included with the SRB2 new resynch.

Source Code:

Rapidgame7 03-10-2018 10:21 PM

Multiple people have asked you on Discord, and I'm asking you now here:
What does this "client-side synching" do exactly? What is its purpose?

choalover 03-10-2018 10:50 PM

The Purpose of Client-Side Synching
 
Quote:

Originally Posted by Rapidgame7 (Post 799273)
Multiple people have asked you on Discord, and I'm asking you now here:
What does this "client-side synching" do exactly? What is its purpose?

I know I have been confused all day, but I think I'm starting to figure it out. The purpose of client-side synching is that when a player gets out of synch the game synchs that particular player across all nodes except for the node of the player that was out of synch.

Sky The Destroyer 03-10-2018 11:11 PM

There was a SRB2 client-side sync mod for 2.0: https://mb.srb2.org/showthread.php?t=36185

Essentially it eliminates control lag at the cost of bits of synchronization.

choalover 03-13-2018 03:42 AM

I'm no longer working on this experiment as it was causing too much confusion, even for me.


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