• New way of networking in Gmod (might be DLL)
    11 replies, posted
Posting for a Friend... [QUOTE=|==|Glitch-Video==|]A new way to Handle networking in gmod: The way that the current networking solution for Gmod and source in general works is that it sends ticks of information to the client(s)(groups) . What if we where to have the server only send/compute basic information (just who is playing and world/world-props) and have the clients all connect to each other and send information through each other and have it all be synced by the server for validity. E.G Glichvid and SounDemon are playing on a server Glitchvid connects to the server and SounDemon is already on as soon as Glitch connect Glitch gets all the information for that MS (new tick system ??) And it would then connects Glitch to SounDemon and they would share their information (Glitch walks forward a few feet and that information is being sent to SounDemon and the server. Say another play joins (GPC the One) Then both me and him and sound connect and create a form of group (2-6 people in a single group) Then whatever we do is all synced with each other and then sent to server to be confirmed and sent to other groups (or people not in groups). · Props: What if each client (and/or group) had to compute their own props etc? it could prevent spamming due to the person's computer having to compute then send all the information to the server/groups. · Hacking - other things not covered: You may be asking you're self, "What about hackers? If each person renders their own info then couldn't they send fake information ?" That's why its send to the server for validation if a player sends information deemed "in-correct" by the server (some part of this code could dictate run speed etc to deem information "Incorrect") Then it would try and extract where the player is again if that information is also deemed "In correct" then it would either drop the client or not let them move until correct information is received. This could also help with that annoying prop bug in build servers (where player goes through props going fast or moving (by almost parenting the player to the object(s) so that when he moves the player(s) still have to be on the prop(s) Now for how player movement/information/location/etc be handled : I DON'T KNOW I DONT LIKE THE TICK SYSTEM FOR HOW IT WORKS. Find your own way of handeling all that information. (This is probably asking WAY too much for a DLL or LUA) Thanks - Glitchvid ~FIN [/QUOTE] :derp:
The problem would be lag, if some client couldn't calculate fast enough or send the information fast enough, or disconnected, then basically the infrastructure would fail and die.
[QUOTE=nicatronTg;21412809]The problem would be lag, if some client couldn't calculate fast enough or send the information fast enough, or disconnected, then basically the infrastructure would fail and die.[/QUOTE] If there computer can't physically handle the game then it would crash there game anyway. Second the server would run the general stuff so that the connected people mainly "Help" to keep it running. As for internet you would need DIALUP for it to not beatable to handle that load, And gmod (for me) Only uses a small portion of internet speed. Like 20Kb/s out of of 1500k/s.
This idea is not only unnecessary but also stupid. I wouldn't waste my time on it if I were you.
Isn't this like the 3rd post uchiha has done for glitchvid, then glitchvid always ends up posting later on in the thread like he did here...
[QUOTE=DocDoomsday;21414695]Isn't this like the 3rd post uchiha has done for glitchvid, then glitchvid always ends up posting later on in the thread like he did here...[/QUOTE] 2nd And i just don like starting threads, FPthreadphobia ? Edit: HUMILIATION! Edit: Drew this up quickly at 1:39AM [IMG]http://i879.photobucket.com/albums/ab356/Glitchvid/netwowrk.jpg[/IMG]
Noone cares D:
Great idea, let's have all the clients calculate everything, instead of the server. Then have the server calculate everything anyways just to make sure they're not lying. Wait.
technically the client already does his share of the work... clientside effects, predictions and stuffs... But yeah his P2P idea is nonsensical.
Client 1: "I shot Client 2" Client 2: "k cool" :v:
[QUOTE=Morcam;21529037]Great idea, let's have all the clients calculate everything, instead of the server. Then have the server calculate everything anyways just to make sure they're not lying. Wait.[/QUOTE] That typically happens anyway with clientside prediction.
CSS ragdols are client side and they seem to pack out different on almost every client. And we already have something called clientside prediction and if you make it p2p people are gone need giant upload speeds even if you are only with 2-3 players and most home connection dont have that.(also people are gone have to forward there ports to make it work) The only thing were is see a future is if somebody writes a dll to share all the data of players/props/sents/npc's (pos/ang/shooting/flashlight/team) between servers
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