Development:Network:Todo

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Revision as of 00:54, 23 June 2006 by Nachtwolf (talk | contribs) (Added initial TODO list.)
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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:
    • 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).
  • 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.