I'm as yet unsure how often to send clock updates, currently it's every half-second which is quite aggressive, it's easy enough to tweak. Clocks run on client and frame-rate independent so they don't need to be updated often. They just need the occasional time sync from the host or when the host is changing the time-of-day.
Chat channels work well, need to add the player name to the prefix. We have a player profile set in the game config but this carries no player name or any other data as yet.
Almost ready to test that NAT punch-through.
** update **
More testing with the network raised some points. My wife likes to chat a lot, console input buffer isn't long enough to accommodate all in one entry. The flashing Cursor
Clock sync every 2 seconds works just as good with forced update on time-advance.
Issues with keeping track of current client/host connection were resolved. Status bar now shows connection status and number of connected clients as (H:n) as a suffix.
Using GUIDs instead of IPs to map clients.
Sent first goldspam message in Combat-Helo, which doesn't even use gold.
I don't know about how many times you need to actually refresh time but every 2-5 seconds sounds nice enough. You can always make it available through the game settings or an external config file for people to tweak it if necessary.
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ReplyDeleteAh... The joys of gold spamming. Misty eyes here.