16-02-2007, 12:59 PM
well for a start send a few small packets wont make any difference to each player so i dont know why they would want to login last, plus you dont have to tell them and then they wont know.
Yes the server sends the starting data to player1 who saves this data and waits for 2 peers who it sends the data to which would only lag you for a second at most.
Lets say player 5 decides to move right,
according to 1. It would send the data to its server who sends it to the main server who sends it to player1 who sends it to 2 and 3 and so forth.
2. it would just call senddatatomap() and then everyone on the map would recieve the information.
The problem with MS is that the server thinks it needs to know everything when it doesnt. In my project the server has no idea where each players coordinates are, all the server does is send the information it recieves to anyone who needs it and the client determines what happens to the players on their map. Its much faster that way. Also only hacking that would work in this case would be packet editing.
Yes the server sends the starting data to player1 who saves this data and waits for 2 peers who it sends the data to which would only lag you for a second at most.
Lets say player 5 decides to move right,
according to 1. It would send the data to its server who sends it to the main server who sends it to player1 who sends it to 2 and 3 and so forth.
2. it would just call senddatatomap() and then everyone on the map would recieve the information.
The problem with MS is that the server thinks it needs to know everything when it doesnt. In my project the server has no idea where each players coordinates are, all the server does is send the information it recieves to anyone who needs it and the client determines what happens to the players on their map. Its much faster that way. Also only hacking that would work in this case would be packet editing.