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Author Topic: Networking Simutrans discussion  (Read 18851 times)

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Offline Dwachs

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Re: Networking Simutrans discussion
« Reply #35 on: May 17, 2010, 06:19:59 PM »
@James: due to rl restrictions no 'official' network testing is in progress. That will have to wait after the next release.

Offline prissi

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Re: Networking Simutrans discussion
« Reply #36 on: May 17, 2010, 06:30:35 PM »
Any server needs version 102.3 for savegame (or up) for client too!

Offline jamespetts gb

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Re: Networking Simutrans discussion
« Reply #37 on: May 17, 2010, 06:44:23 PM »
As will be appreciated, running a local server and connecting to it on a local machine is not as rigorous a test as connecting to a server that is actually accross a network ;-) Nobody is running a test server somewhere...?

Has much testing actually across a network taken place?

Edit: Have only just seen Dwachs and Prissi's messages. So, the position is that network testing will recommence after the next stable release?

Offline prissi

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Re: Networking Simutrans discussion
« Reply #38 on: May 17, 2010, 10:03:57 PM »
Problems are desync. Running over the network has been done and is working fine. The longer a line is, the longer delay setting is needed to execute stuff, which needs to be passed to the server. But that is all.

Offline jamespetts gb

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Re: Networking Simutrans discussion
« Reply #39 on: May 17, 2010, 11:32:42 PM »
How bad are these synchronisation problems?

Offline Dwachs

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Re: Networking Simutrans discussion
« Reply #40 on: May 18, 2010, 07:05:19 AM »
Desynchronisation is as bad as losing the network connection at all. That is, the client has to connect to server again.

Offline jamespetts gb

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Re: Networking Simutrans discussion
« Reply #41 on: May 18, 2010, 09:12:59 PM »
And how often does this desynchronisation occur at present? Are you optimistic that the issue will be resolved in due course to make the game playable over a network?

Offline prissi

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Re: Networking Simutrans discussion
« Reply #42 on: May 18, 2010, 09:17:59 PM »
Desynchronisation means the core engines came out of sync. This happens when for instance the vehicles arriving at a crossroads in different order. It is checked every x frames (currently I think x=250) and if occured, it will kick the client out. Thus this needs to be addressed. However, core functionality needs to be present even before that. This is 95% done, with some stuff still pending for the player, pak detection and forestconf/cityconf decriptions.

Offline jamespetts gb

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Re: Networking Simutrans discussion
« Reply #43 on: May 18, 2010, 09:26:29 PM »
Ahh, I see. I shall look forward to seeing how this progresses - excellent work so far :-)

Offline Maragil

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Re: Networking Simutrans discussion
« Reply #44 on: May 31, 2010, 05:08:43 PM »
Sorry, not quite sure what's going on person entering chat here-

Is it usable over a Local Network?, i.e can both myself and someone else both build simultaneously on the same map from two different computers connected to a network?

Thanks,

H./

Offline VS

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Re: Networking Simutrans discussion
« Reply #45 on: May 31, 2010, 05:33:16 PM »
Actually, over local network it should be easier than over internet...

Offline TrainMith

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Re: Networking Simutrans discussion
« Reply #46 on: May 31, 2010, 07:07:06 PM »
prissi:  Perhaps if the networking latency gets to the point where it now kicks out the client, instead the server slows down the game speed until an acceptable level and if the latency gets larger then finally kicks the client.  Just a suggestion.

Offline prissi

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Re: Networking Simutrans discussion
« Reply #47 on: May 31, 2010, 08:32:23 PM »
The clients speed is irrelevant. Longer latency just means you have to wait longer for clicks. Only if you latency is changing like crazy, desyncs may happen; but this may be treu for any netowrking game which needs synchronisation between all clients.

Offline Dwachs

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Re: Networking Simutrans discussion
« Reply #48 on: June 01, 2010, 05:13:07 AM »
In my (small) experience, desynchronisation occurs if the server does not run continuously. Ie, if the cpu time of simutrans on the server varies heavily. Then at some point, the client runs ahead of the server. Then if the server sents a command to be executed at a certain step, this step may be already computed on the client -> client get kicked out. This cannot be foreseen by the client etc.

Offline jamespetts gb

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Re: Networking Simutrans discussion
« Reply #49 on: June 01, 2010, 09:45:45 AM »
Dwachs,

in which case it may be sensible to ensure that the server is a fast machine and/or Simutrans is set to have a high processor priority on the server...

Offline Maragil

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Re: Networking Simutrans discussion
« Reply #50 on: June 01, 2010, 10:00:25 AM »
Sorry- still confused here - what's the status of Simutrans over Local Networks?

Offline Dwachs

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Re: Networking Simutrans discussion
« Reply #51 on: June 01, 2010, 10:23:15 AM »
Sorry to say that, but you need to compile your own version first (the compiled nightlies do not work over network, but the source code is there). Or wait until a new version is released. Or more technically: if the savegame version is increased (which means not more than that savegames from such nightlies cannot be loaded from the previous stable releases anymore).

The basic infrastructure for networking is in the source code, but there are stills things needed to be sorted out.

Offline Dwachs

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Re: Networking Simutrans discussion
« Reply #52 on: August 19, 2010, 08:09:17 AM »
Good news: you can test networkmode in recent nightlies. You do not have to compile yourself anymore, as the network version will use the increased savegame version automatically.

Offline prissi

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Re: Networking Simutrans discussion
« Reply #53 on: August 22, 2010, 08:25:58 PM »
The next nightly (r3696) should have a relatively stable network modus. One of the unsolved problems is the clients sometimes very badly lagging behind. But there have been no crashes in 1h playing with haiku, windows serevr and windos client, and only one synchronisation was lost.

Offline jamespetts gb

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Re: Networking Simutrans discussion
« Reply #54 on: August 22, 2010, 08:31:23 PM »
Glad to see progress with this! Multiplayer Simutrans should be very fun.

Offline Xelofino

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Re: Networking Simutrans discussion
« Reply #55 on: August 28, 2010, 03:13:01 PM »
So i am a dummy. You are always writing from Commandline and client but i have no idea how i could make it working. Could someone write how he is doing it that he can play with himself on the same computer cause i didn't get it. sorry for being silly.

Xelofino

Offline vilvoh

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Re: Networking Simutrans discussion
« Reply #56 on: August 28, 2010, 05:25:34 PM »
Take a look at this tutorial How to test Simutrans network mode

Offline Xelofino

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Re: Networking Simutrans discussion
« Reply #57 on: August 29, 2010, 07:26:43 AM »
Thank you very much!!!!!!
I searched in the international Blog and in the Forums but i didnt find it.