Using the saving and replay features built into the game it may be possible to run the simulation and have a connecting client download the map. This feature would allow clients to download the map without the server stopping for the entire download time.
This method assumes that a replay may be saved from any point in time forward and that the replay may be captured to another point in time. Additionally that a replay of such would be able to be replayed given a save from the time the replay was initiated and would result in a game-state constant with the stopping point of the replay.
Method:
When a client connects the server will save the simulation at this point.
A replay (patch) will be created at this point capturing future actions.
The game will resume simulation.
The client will start downloading the map.
Upon the client completing the download the simulation will pause.
The server will send the client the captured patch data.
The connecting client will replay the "patch".
Upon completion of the replay the client will have an identical game state to the running server ( verifiable via CRC )
The simulation may resume with the client connected.
Using this method I would suggest that size of the patch (KB) would be less then the size of the total map (MB). Although more data in total would need to be transferred. Only the connecting client would need to wait for the download to complete before a much smaller download and pause (server wide).
Thank you for your time.
~Z903
Asyncronous map downloading
Suggestions that have been added to the game.
Moderator: ickputzdirwech
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