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#ActualAshaman73

Posted 06 August 2013 - 11:20 PM

There are two ideas coming to mind. A replication method and/or a command queue of single cells modifications. 

 

The replication method requires the syncronisation of the clients with the server. This will be more or less a must have in your case, e.g. in the case of that a client joins your server or if the client doesn't hold all of the terrain of the server in memory at once. This could be done by checksums of blocks. The client, when connecting to the client, sends all checksums to the server, the server will keep this saved for each client to compare it to the current state of the world around the client. If the server detects an invalid checksum it will starts to send a new block to the client. Just don't expect that all clients are always on sync, this will not happen and is often not necessary. Compare a multiplayer game (especially MMORPGs) with two players on two monitors side by side and you will see what I mean.

 

The second method (your number 1) helps to sync the replication faster by propagating modifications faster to the clients. Instead of replicating a whole block all the time, you could send only modifications of single cells to the clients as stream (if client is able to see it) and do reactivate the replication mechanism after the modification of a block stopped, in this case the replication by checksums will be reactivated and any error will automatically be corrected.

 

PS: in general, send the modifcation command to the server and execute it there,instead of modify the state on the client and replicate (merge!) it on the server afterwards.


#3Ashaman73

Posted 06 August 2013 - 11:19 PM

There are two ideas coming to mind. A replication method and/or a command queue of single cells modifications. 

 

The replication method requires the syncronisation of the clients with the server. This will be more or less a must have in your case, e.g. in the case of that a client joins your server or if the client doesn't hold all of the terrain of the server in memory at once. This could be done by checksums of blocks. The client, when connecting to the client, sends all checksums to the server, the server will keep this saved for each client to compare it to the current state of the world around the client. If the server detects an invalid checksum it will starts to send a new block to the client. Just don't expect that all clients are always on sync, this will not happen and is often not necessary. Compare a multiplayer game (especially MMORPGs) with two players on two monitors side by side and you will see what I mean.

 

The second method (your number 1) helps to sync the replication faster by propagating modifications faster to the clients. Instead of replicating a whole block all the time, you could send only modifications of single cells to the clients as stream (if client is able to see it) and do reactivate the replication mechanism after the modification of a block stopped, in this case the replication by checksums will be reactivated and any error will automatically be corrected.


#2Ashaman73

Posted 06 August 2013 - 11:18 PM

There are two ideas coming to mind. A replication method and/or a command queue of single cells modifications. 

 

The replication method requires the syncronisation of the clients with the server. This will be more or less a must have in your case, e.g. in the case of that a client joins your server or if the client doesn't hold all of the terrain of the server in memory at once. This could be done by checksums of blocks. The client, when connecting to the client, sends all checksums to the server, the server will keep this saved for each client to compare it to the current state of the world around the client. If the server detects an invalid checksum it will starts to send a new block to the server. Just don't expect that all clients are always on sync, this will not happen and is often not necessary. Compare a multiplayer game (especially MMORPGs) with two players on two monitors side by side and you will see what I mean.

 

The second method (your number 1) helps to sync the replication faster by propagating modifications faster to the clients. Instead of replicating a whole block all the time, you could send only modifications of single cells to the clients as stream (if client is able to see it) and do reactivate the replication mechanism after the modification of a block stopped, in this case the replication by checksums will be reactivated and any error will automatically be corrected.


#1Ashaman73

Posted 06 August 2013 - 11:15 PM

There are two ideas coming to mind. A replication method and/or a command queue of single cells modifications. 

 

The replication method requires the syncronisation of the clients with the server. This will be more or less a must have in your case, e.g. in the case of that a client joins your server or if the client doesn't hold all of the terrain of the server in memory at once. This could be done by checksums of blocks. The client, when connecting to the server, sends all checksums to the server, the server will keep this saved for each client to compare it to the current state of the world around the client. If the server detects an invalid checksum it will starts to send a new block to the server. Just don't expect that all clients are always on sync, this will not happen and is often not necessary. Compare a multiplayer game (especially MMORPGs) with two players on two monitors side by side and you will see what I mean.

 

The second method (your number 1) helps to sync the replication faster by propagating modifications faster to the clients. Instead of replicating a whole block all the time, you could send only modifications of single cells to the clients as stream (if client is able to see it) and do reactivate the replication mechanism after the modification of a block stopped, in this case the replication by checksums will be reactivated and any error will automatically be corrected.


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