Difference between revisions of "Development:Network:Todo"

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(Added initial TODO list.)
 
(Add some more weapon todos)
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** I don't know yet how dying will work... It would be bad to have to start from scratch every time you crash into something.
 
** I don't know yet how dying will work... It would be bad to have to start from scratch every time you crash into something.
 
* Weapons:
 
* Weapons:
** Firing (esp. bolts, not sure about beams) sends a constant stream of CMD_FIREREQUEST to the server, flooding the output console and the network.
+
** Energy needs to be sent on CMD_FIREREQUEST (ideally just S->C firerequest), and must charge client-side too.
*** The solution is to send a CMD_FIREREQUEST once, and have clients assume that they are continually getting it on their end.
+
** Create new message CMD_TARGET when someone targets a new message.  Will be relayed to all clients for autotracking.
** Beams don't unfire (I assume bolts don't respond to CMD_UNFIREREQUEST, and they stop when the stream of CMD_FIREREQUEST stops coming).
+
** Also, send out CMD_TARGET when an AI targets.
 
* Jumping:
 
* Jumping:
 
** Server switching???
 
** Server switching???

Revision as of 06:04, 3 July 2006

Network TODO

  • Clean up server-client-authserver communication
    • I would really like if the messages sent and received could be done in a more uniform way.
    • Clean up some unused messages.
  • Login:
    • Encrypted authentication, possibly using a random server token.
      • This means that login data cannot be the first packet sent.
    • Make sure authserver-server-client time synchronization works correctly. Maybe every few minutes (or even hours) A,S,C should sync in case a clock gets off somehow.
  • Exiting:
    • VSExit(1) is somewhat brutal way of quitting the game. It often doesn't even nicely inform the server until it closes the connection.
    • Other clients sometimes still see a ghost of the player who left. I'm not sure if this is fixed yet.
    • Games should be saved?
      • How much data should actually be saved? What if you have died?
  • Damage:
    • Theoretically implented, but I have yet to see collisions and weapons actually do damage.
    • I don't know yet how dying will work... It would be bad to have to start from scratch every time you crash into something.
  • Weapons:
    • Energy needs to be sent on CMD_FIREREQUEST (ideally just S->C firerequest), and must charge client-side too.
    • Create new message CMD_TARGET when someone targets a new message. Will be relayed to all clients for autotracking.
    • Also, send out CMD_TARGET when an AI targets.
  • Jumping:
    • Server switching???
    • Having the server load a new system may not be a good idea. The server should always have all systems it will handle running at once.
    • This also means that the universe must be limited.