Changes between Initial Version and Version 1 of Ticket #161


Ignore:
Timestamp:
Nov 14, 2006, 5:42:58 AM (17 years ago)
Author:
Simon Brenner
Comment:

Legend:

Unmodified
Added
Removed
Modified
  • Ticket #161 – Description

    initial v1  
    22
    33From the (old) TDD: (http://www.wildfiregames.com/forum/index.php?showtopic=597)
    4 {{{
    5 Custom maps, and all resources they may require, should be synchronized to all
    6 clients before entering the in-game state. Each client receives a list of files
    7 that are required by the map, with checksums and sizes – it is then up to the
    8 client to tell the server which files require downloading.
    94
    10 The Pre-Game state does not end until all clients have downloaded all required
    11 files from the server, and the server then sends a Start Game message. Each
    12 client sends a list of files to the server, the server then begins to send all
    13 files to all clients requiring downloads in chunks. To get a synchronous
    14 behavior, clients acknowledge the receipt of each chunk (despite the fact that
    15 we’re using reliable, ordered communication). At a fixed, quite large (at least
    16 one second), interval, the server sends File Transfer Progress messages to all
    17 clients, so that they may display the progress to the user.
     5  Custom maps, and all resources they may require, should be synchronized to all clients before entering the in-game state. Each client receives a list of files that are required by the map, with checksums and sizes – it is then up to the client to tell the server which files require downloading.
    186
    19 When all files have been transferred, the server sends the Start Game message
    20 to proceed into the in-game state and start the actual game.
    21 }}}
     7  The Pre-Game state does not end until all clients have downloaded all required files from the server, and the server then sends a Start Game message. Each client sends a list of files to the server, the server then begins to send all files to all clients requiring downloads in chunks. To get a synchronous behavior, clients acknowledge the receipt of each chunk (despite the fact that we’re using reliable, ordered communication). At a fixed, quite large (at least one second), interval, the server sends File Transfer Progress messages to all clients, so that they may display the progress to the user.
     8
     9  When all files have been transferred, the server sends the Start Game message to proceed into the in-game state and start the actual game.
     10
    2211
    2312What we'd need to do, which we don't have code for yet, is: