Proposal:Sync worlds: Difference between revisions
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Currently we sync pretty much everything to everyone. We do reduce the quality of the sync somewhat for distant players, but often this isn't relevant. | Currently we sync pretty much everything to everyone. We do reduce the quality of the sync somewhat for distant players, but often this isn't relevant. | ||
Latest revision as of 17:39, 11 November 2011
This article is (partially) outdated and the information may no longer apply. | |
Currently we sync pretty much everything to everyone. We do reduce the quality of the sync somewhat for distant players, but often this isn't relevant.
Here's a proposed solution someone might like to implement to greatly reduce the bandwidth and CPU usage of servers and clients, when servers are configured to support it.
Solution
- Add the concept of 'sync worlds' (need a better name).
- These can work alongside dimensions.
- Each dimension is in exactly one sync world (there's one by default that all dimensions are in).
- Players in a sync world receive updates from all the elements that change in that sync world.
- Elements not in the sync world the player is in aren't synced.
- When a player switches between two sync worlds, all the elements that have been modified since they were last in that sync world are sent to that client.
- During the 'resync', a loading screen or indicator is shown.
- The default behaviour would not use this new feature.
Technically
- Add a list that stores 'sync world id' and a timestamp to the player class. This stores the last time a player was sent information about an element in that particular sync world.
- Add a timestamp to each element that stores the last time that element was updated
- When we modify an element, update the timestamp
- Need to consider the variety of ways that elements are synced - keysync, packets, RPC etc.
- Add a function, e.g. 'setDimensionSyncWorld' to specify the sync world a dimension belongs in.
- Need to bear in mind that the relevant client-side events should be triggered
- Need to consider elements that are deleted? Maybe keep a per-sync world list of deleted element ids along with timestamps. Or just delete them on every client? Or something else.