> For the clients this mapping does not exist since they don't have to care 
> about other clients; the game state is always send by the game host.  

Okay, now I got it. using a string as identifier for all packets is not wise, 
since packets can be small and would grow in size tremendously though this. So 
I think we stick with the current design and only the host knows the ping 
times. 

> (When I think about it: using a byte means that the relay has to restrict the 
> number of participants in a game to 250. I have to check this.)

This seems sufficient. We must keep in mind that we multiplex the bandwith of 
our net-relay too with the number of connections. 

1) I understood now. Let's keep this information between host and net-relay for 
now then. We can always expand the protocol later to get this information to 
every connected entity. 

2) I am of the opinion that the net-relay should be internet only and LAN play 
should not be touched. There is really no advantage in LAN for the relay, also 
LAN play is these days probably a rarely used feature - so much so that 
basically no commercial game supports it anymore. 

I take that the code is now ready for a final pass. I will try to do this this 
weekend.
-- 
https://code.launchpad.net/~widelands-dev/widelands/net-relay/+merge/332386
Your team Widelands Developers is subscribed to branch 
lp:~widelands-dev/widelands/nethost-split.

_______________________________________________
Mailing list: https://launchpad.net/~widelands-dev
Post to     : [email protected]
Unsubscribe : https://launchpad.net/~widelands-dev
More help   : https://help.launchpad.net/ListHelp

Reply via email to