Author Topic: Networking simutrans is near  (Read 6867 times)

0 Members and 1 Guest are viewing this topic.

Offline prissi

  • Developer
  • Administrator
  • *
  • Posts: 8830
  • Total likes: 324
  • Helpful: 229
  • Languages: De,EN,JP
Networking simutrans is near
« on: January 01, 2010, 03:41:26 PM »
The networking code nearly reaches the first stage, where poeple can connect a game and play over the network on the same map. This long term effort is now coming into its final stage. You need a nightly and can then start a server by putting -server -log 0 -debug 0 on the commandline. In the client, you need to enter net:127.0.0.1 as name for the game to load.

This is still early code, so the nightlies actually may become instable for a little while. For playing, you might rather use 102.2.1. When reporting bugs on networking, at the moment report only those, where the client lost synchronisation reproducably and give exactly the order of commands needed and then last twenty lines of simu.log of the clients.

Bugs on joining and so on are still too early, as we know there are still many.

Offline IgorEliezer

  • Devotee
  • Administrator
  • *
  • Posts: 3958
  • Total likes: 148
  • Helpful: 71
  • Lost In Stupid Parenthesis
    • Igor Eliezer Architect and Urban Planner/Arquiteto e Urbanista
  • Languages: PT, EN, AutoLISP, Python
Re: Networking simutrans is near
« Reply #1 on: January 02, 2010, 08:41:44 PM »
I split the "discussion" posts off "Announcement" post. Discussion can continue freely here:

http://forum.simutrans.com/index.php?topic=4153.0

:)

Offline Spike

  • *
  • Posts: 1361
  • Total likes: 0
  • Helpful: 2
  • First Simutrans Developer and Graphics Artist
Re: Networking simutrans is near
« Reply #2 on: January 02, 2010, 10:05:03 PM »
Heh. Now Simutrans gets just the sort of network mode that I always considered the most instable one, and the most difficult one to make it work reliable.

But! How much better it is to get something done, than whining about the weaknesses of the approach.

Prissi, you and the team did something great there :)

Offline prissi

  • Developer
  • Administrator
  • *
  • Posts: 8830
  • Total likes: 324
  • Helpful: 229
  • Languages: De,EN,JP
Re: Networking simutrans is near
« Reply #3 on: January 02, 2010, 10:45:16 PM »
Well, but this mode works for openTTD. And I think, synchronizing all events on larger maps will require impossible amounts of datas, comparing to just sending the user commands (which will be always few), and could even allow for DSL 384 users to play (after a long waiting time for download of course).

Offline Spike

  • *
  • Posts: 1361
  • Total likes: 0
  • Helpful: 2
  • First Simutrans Developer and Graphics Artist
Re: Networking simutrans is near
« Reply #4 on: January 02, 2010, 10:58:12 PM »
I think you did it right because ... you didn't talk so much, but just did it. And it works :)

Offline Isaac.Eiland-Hall

  • Benevolent Dictator
  • Administrator
  • *
  • Posts: 3440
  • Total likes: 332
  • Helpful: 91
  • PanamaCityPC.com/support/
    • Facebook Profile
  • Languages: EN
Re: Networking simutrans is near
« Reply #5 on: January 06, 2010, 10:34:45 PM »
Discussion of this topic may continue here:
http://forum.simutrans.com/index.php?topic=4153.0