The client sends keys presses reliably to the server. It does not send, for example, a fire event or some such thing. The server is responsible for deciding what key does what.

The server only has code to synchronize objects with the clients. In my game I have a global ("global" as in it applies to all clients equally) array which assigns each object a number. I also have an array of equal size per client. These two arrays are compared to see which objects the client has been notified about. It sends these messages (create, remove) reliably. The rest of the time it just send data about these objects unreliably. One thing to watch out for is to make sure the client finds out an object exists before it gets updated. Other wise things explode in such a way that is very hard to debug. On the same token make sure a client does not get updates about an object that has been removed.

The down side of this system is that it can be *very* venerable to latency _if not properly balanced and tested over different kinds of connections_. I spent a week figuring out what worked and did not work over cable connections, 10Gb fiber LAN, and my mobile phone. The up side is that is it a very generic way to do things and allows me to spend 100% of my time on the game; The server worries about when and how to send updates without me handling special cases every time a player sneezes. The client monitors an array object and blindly displays what it finds. The server updates the client on a need-to-know basis. Another up side is this can help keep cheating down in some situations (IE the server does not send information about objects a player can not "see").

My game is a fast-paced, top-down shooter (speaking of generic...) so the players never really stop moving if they want to have a chance at survival. Once moving I use simple dead reckoning to keep them moving until the next update. You could easily add some code that starts the player object moving at a certain speed before the response is received from the server and then continue normally (IE replace the object x, y with what the server sent). I, however, did not find that necessary and it would require the client being aware of more things (for example, what key does what) than I am already doing in my project.

As I implied, my client is virtually a dumb terminal with this system. As a matter of fact, the stripped-down client code is something like 25% of the stripped-down, only required server code.

Hope all this helps. It is not the most advanced system but it works great for me and is an excellent entry-level exercise. Try to think less in terms of what events should be sent reliably and unreliably. "Bullet fired" and "player moved" are just abstractions that make a machine that does lots of math look like pretty, coherant images. Instead focus on the flow of data and what experimenation leads you to and the code will write itself.

------------------------------------------------------------------------

Nicholas J Ingrassellino
LifebloodNetworks.com <http://www.lifebloodnetworks.com/> || [email protected] <mailto:[email protected]>

"The idea that I can be presented with a problem, set out to logically solve it with the tools at hand, and wind up with a program that could not be legally used because someone else followed the same logical steps some years ago and filed for a patent on it is horrifying."
- John Carmack on software patents


On 11/24/2010 09:27 PM, Philip Bennefall wrote:
Hi Nicholas,
So you send key presses reliably, and then wait for the server to respond back with a new state? What happens if a player fires their weapon, for instance, is this sent reliably? I guess my main confusion is what should and what should not be reliable traffic. It would make sense to me that gunshots were reliable, where as individual movement steps could be sent unreliably as you say. Now let's say that the client takes a step, do you then render the movement animation immediately before you get the response back from the server and then correct it if the server refuses, or do you wait for the server to accept the move? If the former, what happens if the client moves but he's not allowed to, do you just silently bounce him back? If the latter, wouldn't there be a noticeable delay between the key press and the actual movement since we need at least one roundtrip for that?
Kind regards,
Philip Bennefall
----- Original Message -----

    *From:* Nicholas J Ingrassellino <mailto:[email protected]>
    *To:* Discussion of the ENet library <mailto:[email protected]>
    *Sent:* Wednesday, November 24, 2010 6:23 PM
    *Subject:* Re: [ENet-discuss] Best practises for synchronizing states

    I question if the lag is as bad as you are expecting it to be.
    Some connections and/or rural areas are worst than others but I am
    not sure it will be as bad as you think. For example, if you look
    back at the last few e-mails I sent to this list you will see my
    current project treats the client as a dumb terminal-- only key
    presses are send and object information is back unreliably 20
    times a second. There is some dead reckoning (the object speed and
    direction are sent to the client and the client does that work
    while waiting for the next update) and I do not have an issue even
    on my mobile phone.

    My point is you should run a number of tests to see what you get.
    Make sure to play with the rate the "server" (or in your case
    client to client) sends data vs bandwidth usage. Make sure you do
    not flood the line with too many tiny packets and that you process
    all packets in a while loop (vs an if) to make sure you processes
    everything as fast as possible. Another note on my project is that
    I do not wait on an timers to process network events (as opposed
    to my log and display code that only happens 60 times a second).

    I think you may surprised yourself with what you can pull off in
    terms of latency.

    ------------------------------------------------------------------------

    Nicholas J Ingrassellino
    LifebloodNetworks.com <http://www.lifebloodnetworks.com/> ||
    [email protected] <mailto:[email protected]>

    "The idea that I can be presented with a problem, set out to
    logically solve it with the tools at hand, and wind up with a
    program that could not be legally used because someone else
    followed the same logical steps some years ago and filed for a
    patent on it is horrifying."
    - John Carmack on software patents


    On 11/23/2010 10:00 PM, Philip Bennefall wrote:
    Hi all,
    This is a fairly lengthy email, so I apologize in advance.
    I am relatively new to ENet. I have integrated it in my game
    engine and have successfully written a game which is working
    perfectly. It is one of those finger twitching action games where
    speed is of the utmost importance and delay is the most evil
    thing in the world. The way I do it is to keep sending the entire
    state for a player to the other party unreliably. The other
    client then works out the events that "must" have occured by
    looking at the differences between the last known state and the
    new one. This is far from a perfect solution as it neither scales
    well nor provides for very readable code. Here's a summary of how
    I'm handling things:
    The game is a shooter where you run a round on a 1d grid firing
    rocks at your oponent's palace. When a rock hits a square on the
    other side it'll quickly begin piercing its way through until
    that section of the wall crumbles. During that time, the other
    player may use their hammer to defend the section.
    I wrote an internal layout description for myself before I
    started coding, which I then followed to ensure proper handling
    of all possible situations.
    ---Start of Internal Description---
    The way in which this game communicates over the network is
    fairly simple. The two players have a direct connection
    established between one another, and they send out their player
    state roughly 30 times a second. This player state contains the
    current x position, the current throwing position which is -1 if
    nothing is being thrown, and then a list of all the squares on
    that player's side. For each square, two values are stored. The
    first is the current resistance which is 20 on max, and 0 if the
    square is destroyed. The second one is crumbling speed which is 0
    if the square is not currently crumbling, and a value in
    milliseconds otherwise. This value is used to measure if two or
    more rocks have been thrown on the same square.
    When a new state is received from the remote player, we have to
    analyse this information in order to determine what changes that
    have occured and if we need to take any action.
    If a new x position is received, we simply move the player's
    local variable to this square and play a footstep sound.
    If the new throwing position is different from our old one, we
    can take a few actions depending on its value:
    1. If the new one is greater than -1 and the old one is -1, the
    remote player threw a rock at us. we play the throwing sound in
    the appropriate location, but take no other action.
    2. If the new one is -1 and the old one is greater than -1, we
    can assume that the remote player hit us and start the crumbling
    sequence for that square on our end. Naturally if our square is
    already crumbled, the remote player will not get any hit
    notifications from us.
    3. If they both are greater than -1, we can assume that the
    remote player hit us and so we activate that sequence as above.
    We can also assume that the remote player made a new throwing
    attempt in another location and that we didn't see the -1 state
    that came prior to it probably because of lag, and so we play
    another throwing sound in the new location.
    After this, we go on to scan the game board and do the following
    for each square:
    If the new resistance is greater than the old one, the remote
    player hammered and so we play that sound.
    If the new resistance is lower than the old one, we can take four
    actions.

    1. If the new resistance is 0 and the old resistance is greater
    than 0, the square just broke so we play the appropriate sound
    and forget about it.
    2. If the old crumbling speed is the same as the new one, this
    was a normal crumbling step and so we play the appropriate sound.
    3. If the old crumbling speed is 0 and the new one is greater
    than 0, this was a new hit so we react accordingly.
    4. If the old one is greater than the new one and the new one is
    greater than 0, this was a new hit on the same square.
    ---End of Internal Description---
    I realize that this is a lot of very game specific information,
    and that's exactly my point. This all seems like a very dirty
    hack to me, and I was wondering if any of you can suggest a
    better and more scalable way of doing this while still keeping
    latency to an absolute minimum?
    Thanks in advance for any help!
    Kind regards,
    Philip Bennefall
    P.S. I should perhaps mention that this is a game for the blind;
    entirely based on sound, which is why sounds are mentioned all
    over the place rather than graphics.


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