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Re: CF: New client/server & command buffering.




A fundamental problem with sending KEY UP and KEY DOWN events over
distance is that the server can easily see a much different keypress
duration than what happened at the client.  A quick key press could
easily turn into a short run and so on.

Seems to me that the best solution is to make the client smarter and
not send up commands faster than the player's movement.  Which means
remove the whole concept of repeat between client and server, but
instead repeat is a client issue of when to send up the next command.
If server updated client with character's speed then client could
pace the sending of commands so that server never has more than a
couple commands buffered for the player.  That would solve the problem
of server getting lots of typeahead commands without complicating the
client/server protocol.

							sdw
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