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author | neonloop | 2021-05-07 20:00:12 +0000 |
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committer | neonloop | 2021-05-07 20:00:12 +0000 |
commit | 7f6002caba3f0a6749820c2772161caf55b8d267 (patch) | |
tree | 1ed4bdd8c9ac897d1a3f77c223c1fd286dded458 /doc/devel/netplay/todo | |
download | uqm-7f6002caba3f0a6749820c2772161caf55b8d267.tar.gz uqm-7f6002caba3f0a6749820c2772161caf55b8d267.tar.bz2 uqm-7f6002caba3f0a6749820c2772161caf55b8d267.zip |
Initial commit (uqm-0.8.0)
Diffstat (limited to 'doc/devel/netplay/todo')
-rw-r--r-- | doc/devel/netplay/todo | 120 |
1 files changed, 120 insertions, 0 deletions
diff --git a/doc/devel/netplay/todo b/doc/devel/netplay/todo new file mode 100644 index 0000000..33102c7 --- /dev/null +++ b/doc/devel/netplay/todo @@ -0,0 +1,120 @@ +High priority items: + + +Medium-priority: +- For the battle ending synchronisation, set the end at at least + getBattleInputDelay() + 1 frames in the future (instead of just 1), + so that there will be no hickup during the end synchronisation. + Also check this value for incoming packets. +- If a player only moves away from 'Battle!' there's no need for the other + to have to reconfirm. +- decent pause handling +- make compilation of crc.c and checksum.c conditional. +- negotiate checksum interval +- Closing and destroying of NetConnections is a terrible mess. +- Checks allConnected() shouldn't be needed if CHECK_ABORT is set + on disconnect. +- Shorten or lengthen the time between frames depending on how full the input + buffer is, to prevent one side constantly stalling when the connection in + one direction is slower than in the other direction. + + +Low-priority: +- Some difference in pictures to indicated confirmed/unconfirmed. + A check mark perhaps. +- Check whether the random seed and frame delay have been agreed before + continuing (in doConfirmSettings). +- Replacement for TOS. It is IPv4 only. +- Integrate network check functions with doInput + It will be easy to get rid of the separate threads then too. +- The state changes from interBattle to interBattle. That shouldn't happen, + but it doesn't seem to cause any problems. Need to investigate. + Addition: negotiateReadyConnections() is called again just to make sure + all sides pass this checkpoint. This is not a problem. It should be + documented in STATES though. +- More files define NETCONNECTION_INTERNAL than they should. +- voice transmission during the game (using an external lib) + read ramjee94adaptive.pdf +- Keep-alive packets. Store time of last packet sent, use alarms to determine + when to send the next one. Count received messages? +- Some way to (optionally) hide your fleet setup until the start of the + game? With either a previously determined maximum fleet value, or + just display a number to the opponent. +- (when ships stats are in the content) Negotiate the ship stats, so people + can play with non-default ships. +- Pre-fleet-setup setup + The values negotiated could include handicapping (different values for + each player) + - hide fleets (also handicapping here) + - maximum number of ships per side + - maximum ship cost per side + - ship properties +- Send taunts (prerecorded samples) at the touch of a button? + Use taunt add-on packages? Send the opponent's package before the start + of a game? + + +Future improvements/optimisations: +- For BSD sockets: use dup2() to move fds to lower values, so that less fds + have to be checked on select(). +- Use writev() to send multiple packets in one syscall, instead of + calling send() for each packet. +- Refusing games with both parties network controlled is not always + necessary. In theory it should be possible to have a client work + as "proxy". The client can watch as the actual players play the game. + Checking for "loops" would be tricky (eventually there should be a human + or computer controller for each side). +- Concurrent selection of ships. Note that if this is handled properly, it + will also be easy to take care of the "Allow Shofixti to choose last" bug. + Note that one party will still have to send his choice to the other side + first, which may be "exploited". Encryption would take care of this, + but at the least make sure the same player who gets to chose first + every time. +- meta-server. Use HTTP? Existing libs can be used, no problems with NAT, + human-readable. Speed is not an issue. +- move to UDP. Repeat past battleinput packets for each new packet that + is sent until they are confirmed. +- Once the protocol is stable: register the port number with IANA +- Per state data (in NetConnection.stateData) is unnecessarilly complicated. + Putting all fields directly in NetConnection simplifies things a lot. + It's not as generic, but this code won't be used elsewhere anyhow. +- Send captain names to the other side + + +Bugs: +- as positions are dependant on the screen resolution, you won't be able + to keep sync on games with a different resolution. +- collision detection is dependant on the images used. Using different + graphics packs will result in a desync. +- Both sides need identical battle frame rates. This value is not + negotiated. +- If one player closes the connection while the other player is selecting + a ship to put in his fleet, or loading a fleet, the "Network Control" + button won't be updated. +- If one side is computer-controlled, sync loss will occur, because the AI + uses the RNG. It needs its own RNG context. +- Pressing F10 to exit the supermelee setup when a connection is active + will cause an attempt to draw a NULL frame. (possibly the disconnect + feedback) + + +Final actions: +- Check out TODO, XXX, WORK tags +- memleak testing + - check for and remove mtrace()/muntrace() calls. +- update documentation + - FILES, also note which part of the separation they are in +- check coding style (search for '\>(') +- compile with maximum warnings + + +To put in the announcement of Netplay: +- Slow connections is acceptable. Packet loss isn't. + + +Bugs and todos unrelated to netplay. +- other player being able to choose the next ship after 3 seconds + of inactivity +- DoRunAway() shouldn't be handled in ProcessInput() + + |