P2P and desync recovery
Posted: Mon May 12, 2014 5:05 am
I was reading on lockstep today and my eye was caught by some of the properties of the model.
It is perfect for a peer to peer system because it requires synchronization between the clients, some further research shows me that servers and lobbies can be reduced to middlemen to help punch a hole through NAT. I am not sure how useful this would be, but I might be willing to implement such a feature. We might be able to reduce the amount of hetzner servers needed in this case, and remove a possible point of latency.
Another point that may be worth looking into is desync resolution in games with more than two players or by defaulting to what the host has.
This has probably been brought up before, but I felt I might as well bring it up while I was looking at it.
It is perfect for a peer to peer system because it requires synchronization between the clients, some further research shows me that servers and lobbies can be reduced to middlemen to help punch a hole through NAT. I am not sure how useful this would be, but I might be willing to implement such a feature. We might be able to reduce the amount of hetzner servers needed in this case, and remove a possible point of latency.
Another point that may be worth looking into is desync resolution in games with more than two players or by defaulting to what the host has.
This has probably been brought up before, but I felt I might as well bring it up while I was looking at it.