This would allow replay of MP happenings properly.Įventually we could also have offline rendering with custom camera paths and such goodies. ThorstenB's above idea would have been to drop the classic replay functionality, and instead use the MP subsystem to record both incoming and outgoing data (some extra properties would still need to be recorded, though, such as weather stuff). Might be worth a thought, if someone wanted to dig into this area. During replay, these packets could then also be decoded by existing multiplayer code. The replay system could use the existing encoder of the multiplay manager to generate the data packets - but then record them locally instead of transmitting them via UDP. It should also be possible to join some of the multiplayer and replay code. thus adding new 'types` is a needed possibility It is absolutely agreed how char strings are encoded/transmitted is a vast waste. Improvements in the protocol are long overdue. There will be a requirement updating the fgms installation at some point in the future. Wx data does not change often and if AI information can be reduced to some waypoint information ("proceed direct FOBAR") it /might/ work. Our multiplayer protocol has a lot of room for being more "energy efficient" and we should be able to push more information around without increasing bandwith. (Reference: fgms-0.9.13/src/server/fg_server.cxx)Īs of 07/2013, a bunch of folks are working on re-implementing fgms using the Go programming language, for details check out: Not recommended - if several users use this callsign some will be ignored by the servers.
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