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Server Support

Posted: 11 Feb 2013, 02:47
by Verin
Hosting is really junky. I mean we got guys connection from around the world on speeds ranging from dialup to T1. I suggest that some sort of program or software exist that can be put on a dedicated server.

The resources to run a dedicated WZ server are minor, and only require a steady upload speed.
However, this also bring part 2 of my suggestion. Is it possible to change the what WZ handles MP? It seems that players need to send their data to the host, then the host sends it back. If one player is lagging, or slow, the host has to slow down the game to wait for that lagging player to upload his data.

Can we not have it so if a player is lagging, he himself will lag from the server? This whole back and forth thing seems really bad.
I would be willing to purchase/host a dedicated server that runs WZ, provided the server runs a server version that has a built in map rotation, and player ready detection starting.

Re: Server Support

Posted: 11 Feb 2013, 07:30
by NoQ
You completely misunderstand the point of the new netcode. We need a FAQ on this, badly.
Can we not have it so if a player is lagging, he himself will lag from the server?
That was exactly what happened on 2.3. Then all his base suddenly exploded. No, thanks.
But, in fact, we are waiting for a few fractions of a second now. You only see a Zzz if this fraction suddenly jumps.
This whole back and forth thing seems really bad.
We now send much less data than in the older times: only droid and structure orders, not unit positions or anything like that. If the player is lagging, then either his internet is a complete catastrophe, or his PC is not fast enough to handle the game.
I would be willing to purchase/host a dedicated server that runs WZ
That won't magically eliminate the lag. Because i want to play, not try to guess what my enemy is seeing on the screen, in any case. So i'd want to wait for him. Or quit the game.

Re: Server Support

Posted: 11 Feb 2013, 13:53
by Rommel
I thought that all the data went through the Hosts computer, ie say I move, the data represented by that move is then uploaded to the host and then the host distributes it out to the various other players with this happening when other players make moves as well, ie all going thru the host. Basically with the host acting as a "middleman" for all transactions.

Is this how it works?

Re: Server Support

Posted: 11 Feb 2013, 16:31
by cybersphinx
No. When you tell one unit to go somewhere, that command is sent to every system and executed on all of them at the same game tick (1/10th of a second, unless your network is slower, then you get zzzs). Then the game state of all clients is compared to check everyone's doing the same things (if states differ, you get 2+2=5).

Re: Server Support

Posted: 13 Feb 2013, 06:17
by Verin
So having a dedicated machine would not help.