> 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

