Skip to content
New issue

Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.

By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.

Already on GitHub? Sign in to your account

How much do we describe the impacts of packets being sent vs implcitness? #145

Open
StarryWisdom opened this issue Mar 29, 2018 · 1 comment

Comments

@StarryWisdom
Copy link
Collaborator

I have a bunch of minor fixes but I'm unsure if they are wanted or not, lets give three examples

  1. black holes when on the map will update the location of other ships client side without needing objectUpdates - that means
    1a) its possible for different clients to be out of sync with each other depending on the latency between server and client
    1b) creating a black hole via an object update implies creating an object that will move many objects - should this be documented (and to what level - the full formula if we figure it out? just a note saying they are updated?)

  2. mines will display exploding if a player ship goes within their detonation radius (but not do damage to the player until the server confirms it), you would navily imagine the explosion and damage would both be server side controlled but they are not - should that be documented

  3. the engineering console uses difficulty (presumably via the difficulty packet) to display how much energy will be used, which can be over ridden via objectUpdates - should that be documented?

a recurring theme will be that older packets alter the delta prediction and thus the interpretation of later packets - how much of that information do we want to include?

@rjwut
Copy link
Member

rjwut commented Apr 5, 2018

With regards to black holes and mines, my understanding is that the client will predict current positions of all objects based on projections from the most recent data it has. This is why jitter gets worse as the update interval on the server is increased: the client's predictions get worse over time as they become out of sync with changes caused by player input. This is not limited to black holes and mines.

In general, if there's anywhere to be pedantic about this stuff, it's in this documentation, so I would err on the side of pedantry.

Sign up for free to join this conversation on GitHub. Already have an account? Sign in to comment
Labels
None yet
Projects
None yet
Development

No branches or pull requests

2 participants