Difference between revisions of "Development:Network:Todo"
(Added initial TODO list.) |
(Add some more weapon todos) |
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Line 17: | Line 17: | ||
** 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: | ||
− | ** | + | ** 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: | * Jumping: | ||
** Server switching??? | ** Server switching??? |
Revision as of 05:04, 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.
- Encrypted authentication, possibly using a random server token.
- 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.