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IDProjectCategoryView StatusDate SubmittedLast Update
0001169Zandronum[All Projects] Suggestionpublic2012-11-04 15:092014-06-12 20:39
ReporterWatermelon 
Assigned To 
PrioritynormalSeverityfeatureReproducibilityN/A
StatusclosedResolutionsuspended 
PlatformOSOS Version
Product Version1.0 
Target VersionFixed in Version 
Summary0001169: New LOCALCLIENTSIDE script flag to target specific players to save bandwidth
DescriptionHere is my proposed code:
'http://pastebin.com/En4zkwSm [^]'

I have to try and get it working later, but I figure I would post this up now and attempt to get some feedback on this.


I'm working on a mod that sends a lot of updates through ACS to the clients. When I send it to one client, I have to send it to all of them. If all the players are doing something that requires updates, the bandwidth usage becomes squared, which can be very taxing.

I average roughly 20 bytes per ACS execution per player, and this mod has players constantly exploring and updating themselves, but because it has to send it to every player, if all of them are exploring it becomes (20 * scripts to send * players to send to * players doing it)
This has blossomed to huge amounts of data transfer over the network for very simple things.

If lets say someone with bad internet is doing minor exploring, sending them only the packets they need saves on their bandwidth, whereas when you start adding on other people who may have heavier internet usage and don't mind cranking up their consumption, this hurts the person with the slower bandwidth. In addition as of right now, if you have a ton of players (32+) doing stuff, you are effectively getting 31+ pieces of information that you don't do anything with [in my case].


Since we want backwards compatibility and also being able to inform all clients of an update, a new flag proposed would handle this for the new mods. iArg0 from the script would indicate what player to send it to.
Additional InformationI do not have an updated ACC compiler with it working as of yet
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User avatar (0005316)
Torr Samaho (administrator)
2012-11-04 17:31

The proposed change breaks with one of the fundamental assumptions made by the engine: Every client gets the same information (there are only a few exceptions in competitive modes where some clients only get bogus values for things that they should never display anyway to prevent cheating). Once you drop this principle some things will inevitably break, for instance coop spying.

Issue Community Support
This issue is already marked as resolved.
If you feel that is not the case, please reopen it and explain why.
Supporters: ZzZombo
Opponents: No one explicitly opposes this issue yet.

- Issue History
Date Modified Username Field Change
2012-11-04 15:09 Watermelon New Issue
2012-11-04 17:31 Torr Samaho Note Added: 0005316
2014-06-12 20:39 Watermelon Status new => closed
2014-06-12 20:39 Watermelon Resolution open => suspended






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