So basically only the ticks from which information has been received from all clients determine the "true" gamestate while ticks from the current client only determine what he sees and is not guaranteed to be correct? (Just verifying)kovarex wrote:Spoiler added by FreeER for lengthThe problems you present would only occur in some very naive implementation of the p2p. In our implementation, the true state exists and is very well defined. If A and B order to build the building on the same location in tick 101, the tick is executed in 101+latency (lets say latency is 5), so in tick 106 it is executed, but every player executes tick 106 only when it has inputs from tick 101 from all players confirmed. In that moment, it executes the actions of all players in well defined order.
The host models doesn't avoid desynchronisation by design, still the input actions have to lead to the same game state, and the main problem with host model is, that it doubles the latency, as the message has to go to the host and back to the players.
Friday Facts #43
Re: Friday Facts #43
Re: Friday Facts #43
nice - so i have suggestion - when player A is on one area - so player B could ask for permit to build in player A zone or area and allowing connection for example railways
Re: Friday Facts #43
Currently it is fixed to 100ms (AFAIK, this part changes a lot now )Rakshasa wrote:Is latency a (possibly dynamic) value, or does it rely on confirmation from all clients that they've completed every tick?
That is how we imagine it WILL work. In 0.11.0 only the true gamestate will ever be visible.devedse wrote:So basically only the ticks from which information has been received from all clients determine the "true" gamestate while ticks from the current client only determine what he sees and is not guaranteed to be correct? (Just verifying)
That's a thing we will be solving later. For now we will have only co-op game -- every player can build everywhere and they share the defences, research ....rsdworker wrote:nice - so i have suggestion - when player A is on one area - so player B could ask for permit to build in player A zone or area and allowing connection for example railways
I have no idea what I'm talking about.
Re: Friday Facts #43
It's GREAT that MP is coming out, but, I have my reservations about performance. From the description of what the communication is going to be between clients, why are you going a token-ring kind of network communication topology? The more people you throw into the mix, the worse latency is going get for EVERYONE. Imagine 26 people sitting on the network, waiting for information to get from person A to person Z. Playing 2 player MP is one thing, but when you get up to 20, from a players perspective you're looking at the sum of all latency for all players, not your single latency to a server. Sure the communication back and forth between the server and a single client will double, but it'd still be the latency between the server and the client, not client A + client B + client c + so on and so on. It'd get worse just watching a remote player just MOVE with that kind of waiting.
This also slams the door shut on having any kind of server going in that the 'host' has to be online 100% of the time. I don't know how the communication topology worked, but, if you look at what was going on with Space Engineers, when they built in the MP aspect of the game, it was set up that someone had to be online to host, and that someone would always have the world stored on their drive. Lag was also an issue until they went to a dedicated server setup. Myself, and many others I'm sure, have a lower powered machine compared to their primary gaming rig that is sitting around that hosts a server or 3. I'd rather offload the performance of "serving software" to a machine that isn't going to impact my game performance.
This also slams the door shut on having any kind of server going in that the 'host' has to be online 100% of the time. I don't know how the communication topology worked, but, if you look at what was going on with Space Engineers, when they built in the MP aspect of the game, it was set up that someone had to be online to host, and that someone would always have the world stored on their drive. Lag was also an issue until they went to a dedicated server setup. Myself, and many others I'm sure, have a lower powered machine compared to their primary gaming rig that is sitting around that hosts a server or 3. I'd rather offload the performance of "serving software" to a machine that isn't going to impact my game performance.
Re: Friday Facts #43
There's no token ring involved in P2P.
The latency would, assuming proper implementation, be limited to that between the pair with the largest delay in transmission.
The latency would, assuming proper implementation, be limited to that between the pair with the largest delay in transmission.
Re: Friday Facts #43
what happens when a client gets too far away from the gamestate tick? ie. player 1 is on tick 160 and the gamestate tick is on 101. is this what lag is?
Re: Friday Facts #43
This is correct. In theory.Rakshasa wrote:The latency would, assuming proper implementation, be limited to that between the pair with the largest delay in transmission.
The solution we have devised is such that the players can't get too far away.Laturine wrote:what happens when a client gets too far away from the gamestate tick? ie. player 1 is on tick 160 and the gamestate tick is on 101. is this what lag is?
Very simply put:
You need tick closures from all the peers for tick 95 (example) to finish tick 100. Until you get it your map is stopped at tick 100. This also implies that no other peer can get further than tick 105 (because they are waiting for you).
Re: Friday Facts #43
We're far more interested in co-op than pvp. All cool survival/builder type games should be made co-op to begin with.
Lantern Forge is another game we play that doesn't have co-op and it's the same thing for us, we say, this is a really cool game...BUT it doesn't have co-op. And the co-op factor just ramps up the goodness so much that it's hard to not dwell on it (or lack of it, that is).
Lantern Forge is another game we play that doesn't have co-op and it's the same thing for us, we say, this is a really cool game...BUT it doesn't have co-op. And the co-op factor just ramps up the goodness so much that it's hard to not dwell on it (or lack of it, that is).
Re: Friday Facts #43
@ vanishing players.
I thought you had perfect replays.
When a player drops, can't remaining players vote what was the last input they got from him....
... and have everyone revert to that tick and recompute without his input?
Not saying how the impact on latency would be.
But it definitely sounds easier..
+ I'm sure you've considered this. I'd like to know your reasons
I thought you had perfect replays.
When a player drops, can't remaining players vote what was the last input they got from him....
... and have everyone revert to that tick and recompute without his input?
Not saying how the impact on latency would be.
But it definitely sounds easier..
+ I'm sure you've considered this. I'd like to know your reasons
Re: Friday Facts #43
right... noone is going to read a remark on 14+ days old fff. Tab closed.
Re: Friday Facts #43
I'm quite sure that others "DO" read them as noted by an unread post when we login to the forums. Don't be so daft.MF- wrote:right... noone is going to read a remark on 14+ days old fff. Tab closed.
Re: Friday Facts #43
You proved me wrongmaysjw wrote: I'm quite sure that others "DO" read them as noted by an unread post when we login to the forums. Don't be so daft.
It just not those who the comment was aimed at.
BTW: I do read all comments in the news section via the RSS feed.
And you remined me that I might register a feed for the updates=fff section as well.
I just figured out I might be able to get a topic-headline feed for subforums (general, support, factorio direction, contributions)
But unless i want to cut the whole contributions subforum to stop mod-related topics from reaching me, there's no way.
EDIT: nope, mode=topics always fetches new topics from the entire forum, option f=123 gets ignored
Re: Friday Facts #43
It's too bad the PHPBB forums API isn't a bit more, how shall we say, modern Maybe with enough playing around you might be able to find a way to do what you are looking for, but probably not without using a very smart RSS reader.MF- wrote:You proved me wrongmaysjw wrote: I'm quite sure that others "DO" read them as noted by an unread post when we login to the forums. Don't be so daft.
It just not those who the comment was aimed at.
BTW: I do read all comments in the news section via the RSS feed.
And you remined me that I might register a feed for the updates=fff section as well.
I just figured out I might be able to get a topic-headline feed for subforums (general, support, factorio direction, contributions)
But unless i want to cut the whole contributions subforum to stop mod-related topics from reaching me, there's no way.
EDIT: nope, mode=topics always fetches new topics from the entire forum, option f=123 gets ignored
Re: Friday Facts #43
You know, there is the news section in the wiki, which we (wiki-users) try to keep uptodate.
https://forums.factorio.com/wiki/inde ... =Main_Page
which includes
https://forums.factorio.com/wiki/index.php?title=News
... sometimes with two or three days delay due to weekend or other things, nevertheless useful I think...
https://forums.factorio.com/wiki/inde ... =Main_Page
which includes
https://forums.factorio.com/wiki/index.php?title=News
... sometimes with two or three days delay due to weekend or other things, nevertheless useful I think...
Cool suggestion: Eatable MOUSE-pointers.
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...
Have you used the Advanced Search today?
Need help, question? FAQ - Wiki - Forum help
I still like small signatures...