• <ins id="pjuwb"></ins>
    <blockquote id="pjuwb"><pre id="pjuwb"></pre></blockquote>
    <noscript id="pjuwb"></noscript>
          <sup id="pjuwb"><pre id="pjuwb"></pre></sup>
            <dd id="pjuwb"></dd>
            <abbr id="pjuwb"></abbr>

            天行健 君子當自強而不息

            Getting Online with Multiplayer Gaming(5)

             

            A couple of things quickly come to mind when using the type of network communications
            just mentioned. First, because the server is the only system responsible for
            maintaining the game state, all connected clients would have to wait for those periodic
            updates to keep the game flowing.

            Unfortunately, network transmission speeds don’t allow instantaneous
            transmissions, so some of the data passing from client to server and
            back again are delayed. This delay in transmission is called latency, and it's
            this latency that can cause havoc in your game.

            NOTE
            Latency is measured in milliseconds (ms).

            Because the server is the only system allowed to make changes to the game world,
            the server must validate players’ actions before they can occur. As you can see from
            Figure 19.4, players trying to issue actions will experience a delay from the time the
            actions are initiated to the time they take place. This delay of action, called lag, can
            cause the game-play to be choppy (and thus unplayable).

            To keep things running smoothly and help alleviate the effects of latency and lag,
            clients are allowed to make small changes to the world between server updates.
            Those small changes are typically only to update the movement of characters. In
            that way, clients don’t have to wait for server updates in order to move characters;
            clients can just guess how to update all characters based on their last known state
            (as you can see in Figure 19.5). This form of guessing is called dead reckoning, and
            it is used in network gaming.

            When more serious actions, such as combat actions, come into play, using dead
            reckoning is unacceptable. The server is the authority, and if a system needs to
            determine who hits whom and how much damage is done, that system needs to
            query the server for resolution.

            As mentioned, when using a networking system, the second problem is game timing. Let’s
            face it—trying to synchronize possibly dozens of clients is almost impossible. Each computer
            hooked on the network has a different latency; some clients take longer sending messages
            to the server and receiving them back from the server.

            CAUTION
            If you leave any of the major decisions (such as combat) up to a client, you’re inviting trouble,
            because game hackers and cheaters will take full advantage of any loopholes. Remember
            that the server is the only system responsible for keeping track of the game; the clients are
            merely portals into the game world.

            On the client side, one player might make a move at the exact time as another
            player, but because their actions take a moment to reach the server, the client with
            the faster connection will have the advantage (as illustrated in Figure 19.6).

            All messages received by the client and server are recorded with the time of their
            receipt. The server uses that time to determine how to update the players. For
            example, if a message received by the server isn’t processed within 100 milliseconds
            (ms), the server compensates for that amount of time during updates. The same
            goes for clients. If an action message needs to be updated (especially during the
            use of dead reckoning), that time (the time the messages are received) is used to
            move characters appropriately.

            Now that you have an overview of how the clients and server work
            together, take a closer look at each one.

            TIP
            To help improve synchronization, the client and server both calculate latency into the
            time that a message is received.


            posted on 2007-12-18 16:59 lovedday 閱讀(205) 評論(0)  編輯 收藏 引用

            公告

            導航

            統計

            常用鏈接

            隨筆分類(178)

            3D游戲編程相關鏈接

            搜索

            最新評論

            久久国产影院| 亚洲国产精品久久久久| 99久久精品免费看国产一区二区三区 | 久久国产精品无码一区二区三区| 久久男人Av资源网站无码软件| 国产成人精品久久免费动漫| 一本一道久久精品综合| 中文国产成人精品久久亚洲精品AⅤ无码精品 | 久久精品无码午夜福利理论片| 久久婷婷国产麻豆91天堂| 国内精品久久久久久久亚洲 | 久久影院午夜理论片无码| 久久综合亚洲鲁鲁五月天| 久久午夜伦鲁片免费无码| 国产精品美女久久久| 青春久久| 久久99精品国产| 精品久久久久久久国产潘金莲| 久久综合88熟人妻| 久久亚洲精品无码播放| 久久99热只有频精品8| 久久精品无码一区二区日韩AV| 色欲av伊人久久大香线蕉影院| 亚洲国产成人久久综合碰碰动漫3d | 亚洲AV乱码久久精品蜜桃| 国产精品美女久久久久av爽| 伊人久久大香线蕉av不变影院| 国产精品狼人久久久久影院| 麻豆AV一区二区三区久久| 久久精品国产WWW456C0M| .精品久久久麻豆国产精品| 久久乐国产综合亚洲精品| 国产成人久久精品麻豆一区| 久久精品国产亚洲精品2020| 思思久久精品在热线热| 久久久久国产亚洲AV麻豆| 国产精品久久久久久久久免费| 久久久久免费精品国产| 久久一区二区三区免费| 久久久综合九色合综国产| 久久精品中文字幕无码绿巨人|