[0.14.5] Multiplayer autosave experience
Posted: Wed Sep 14, 2016 1:11 pm
Me and a friend are running a multiplayer game lasting several sessions. He's the host, I'm the client.
The map we have been building is about 60 MB large at this point.
Our interacting network connection is about 120kb/s (ADSL upload speeds suck), so starting the game takes about 10 minutes to transfer the map.
The issue I wish to report is down to multiplayer autosaving experience degrading in 0.14.x. In fact, it was far better in 0.13.x.
In 0.13.x it worked like this:
- server initiates an autosave
- game pauses
- both players save, finish saving.
- game resumes
In 0.14.x it works like this:
- server initiates an autosave
- game pauses.
- host starts to save. Client is paused, seeing only a "saving" progress bar. This bar remains empty until the host is done saving. Takes about 10 seconds.
- during the host saving process, the host client is frozen. No indicator of saving visible. (I inform my friend on skype that the game is autosaving, because I got the popup as a client)
- game resumes.... once the host is done saving.
But for the client, the problems just began.
- Client now (finally!) begins saving, takes about 30 seconds to finish. A progress bar shows this progress.
- While client is saving, the game is running. The host can move around.... but cannot interact with items!?!
- Once the client is done saving, the client must catch up to the host, because 30 seconds of server time passed.
- This takes several minutes at which the client can only watch a slightly sped up replay of things happening until up to sync.
- The best resolution for both host and client is to manually pause the game and let the client catch up. Not a great experience.
I could live with that. But ...
- Autosaving while near biters is always 100% fatal to the client, as the server is 30 seconds ahead of the client once autosave is done.
- Meaning biters get 30 seconds of free damage to kill the client player avatar.
- As a client, I have to check the time before clearing out biter nests to avoid that fate. I fail at that. A lot.
This is IMO a serious play experience setback compared to 0.13.x
The map we have been building is about 60 MB large at this point.
Our interacting network connection is about 120kb/s (ADSL upload speeds suck), so starting the game takes about 10 minutes to transfer the map.
The issue I wish to report is down to multiplayer autosaving experience degrading in 0.14.x. In fact, it was far better in 0.13.x.
In 0.13.x it worked like this:
- server initiates an autosave
- game pauses
- both players save, finish saving.
- game resumes
In 0.14.x it works like this:
- server initiates an autosave
- game pauses.
- host starts to save. Client is paused, seeing only a "saving" progress bar. This bar remains empty until the host is done saving. Takes about 10 seconds.
- during the host saving process, the host client is frozen. No indicator of saving visible. (I inform my friend on skype that the game is autosaving, because I got the popup as a client)
- game resumes.... once the host is done saving.
But for the client, the problems just began.
- Client now (finally!) begins saving, takes about 30 seconds to finish. A progress bar shows this progress.
- While client is saving, the game is running. The host can move around.... but cannot interact with items!?!
- Once the client is done saving, the client must catch up to the host, because 30 seconds of server time passed.
- This takes several minutes at which the client can only watch a slightly sped up replay of things happening until up to sync.
- The best resolution for both host and client is to manually pause the game and let the client catch up. Not a great experience.
I could live with that. But ...
- Autosaving while near biters is always 100% fatal to the client, as the server is 30 seconds ahead of the client once autosave is done.
- Meaning biters get 30 seconds of free damage to kill the client player avatar.
- As a client, I have to check the time before clearing out biter nests to avoid that fate. I fail at that. A lot.
This is IMO a serious play experience setback compared to 0.13.x