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Speed Dreams Community • View topic - SD Network testing.
Page 1 of 1

SD Network testing.

PostPosted: Sat Nov 23, 2013 6:15 pm
by rvlander
Hi all,

Event tonight at .

We will do a SD networking test session. We encourage everybody who can join to be present.
You will need to compile SD2 by yourself and apply the last patch you can find . If you don't know how to do, just meet there and we will explain you.

We will meet on our jabber room :
Server : chat.jabberfr.org
Room : speed-dreams-dev

We would be very grateful if you could join.

The SD dev team.

Re: SD Network testing.

PostPosted: Sun Nov 24, 2013 5:12 pm
by mungewell
Hi, following the discussion after the testing.... I made up a little drawing showing the paths that data takes. 'Pre-Race' the Clients connect to the Host to join the race and share their configurations.

Once the race starts the simulation is run on each Client (and the Host), each Client then sends information about their positions to each other Client (and the Host). With the information from each other participant, the local simulation can be updated and kept in sync with the other participants.

Since there is already a connection from each client to the Host, does the host use this 'back' channel, or does the Host open another channel? If the former, then we can use this to get to a client behind a firewall (as the client has initiated the outgoing connection already). It would also enable a path in which the other Clients could re-lay via the host.

Simon.

Re: SD Network testing.

PostPosted: Sun Nov 24, 2013 9:14 pm
by tlow
Each client only connects to the server once. The connection is used for initial setup and in-race data. That is why the server player always sees all other cars move correctly.

I don't like having a fallback where the server acts a relay. It adds complexity and asks the question: if server relay latency is acceptable as fallback, then why not just use that design in the first place? The big win of server relay is users do not have to care about port configurations as they would with peer-to-peer design.