Enhance Multiplayer Experience
|Reported by:||Stuart Walpole||Owned by:|
|Priority:||Must Have||Milestone:||Alpha 19|
Description (last modified by )
Latency Adjustment (moved to #3752)
Currently the networking code is hard-coded to a 200ms turn length, with commands scheduled for execution 2 turns ahead. This causes jerky motion if the RTT for any player is >200ms.
We ought to do some combination of dynamically adjusting the turn length (which allows fine-tuning and reduces simulation CPU load, but large values will result in very variable responsiveness depending on whether the player clicks near the start or end of a turn), and dynamically adjusting the number of turns ahead (which allows more consistent responsiveness, but is a coarse adjustment).
I believe if a non-host player is disconnected, it'll display a message already, saying the player left?
However, if a client does not hear from a host for ~5 seconds, it should display a "waiting for host" message to the player (with an "exit game" button on it), and then either go back to normal or go to the "connection lost" message on network timeout. (Will be done in #3264)
If a player is kicked, allow them to try to reconnect via a button (in the case where their (the players) internet was cut off, but the host is still running the game, and the player rejoins the same I.P. and takes control of their units).
Players who can join a game, but don't have a civ to play (full or doesn't want to play), can just watch (like a real-time Replay).
They get full view of the map (no SoD or FoW). Sometimes called 'God Mode'.
Change History (22)
comment:5 by , 12 years ago
|Priority:||major → critical|
|Summary:||Network - Advanced → Enhance Multiplayer Experience|
|Type:||task → enhancement|