Development:Network:Todo
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:
- Firing (esp. bolts, not sure about beams) sends a constant stream of CMD_FIREREQUEST to the server, flooding the output console and the network.
- The solution is to send a CMD_FIREREQUEST once, and have clients assume that they are continually getting it on their end.
- Beams don't unfire (I assume bolts don't respond to CMD_UNFIREREQUEST, and they stop when the stream of CMD_FIREREQUEST stops coming).
- Firing (esp. bolts, not sure about beams) sends a constant stream of CMD_FIREREQUEST to the server, flooding the output console and the network.
- 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.