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. |
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 | |