This time around I also have given it some though on how this issue may be adressed! idea 1 and 2 should be rather easy to implement (well it is NEVER easy, coding takes large amounts of time!).
So here we go:
Problem: Dropping player while downloading map because heartbeat check gets unstable due to overload on upload.
Solutions that might fix the problem:
- Add an option in configs to decide the time before dropping a player due to instability.
- manually set a cap in upload-speed for host, so sHe does not get bad heartbeats. Adding this as an option in the config file. exampel values: 0 = unlimited (default), 150 = 150KByte/S
i.e
a new line in config file:
UploadLimit: 100 - Not having to download the map at all - local saving! Games saved working like they did in Warcraft 3.
When saving a game is triggered, it saves for all the players, meaning they don't will have to download the map next time they're joining.
of course this means the map can't be changed between host has started the game until all the players have joined,
so the save must be loaded paused waiting for players with the file to join before the host decide to un-pause.