From: Speed D. <no...@so...> - 2013-11-09 21:05:48
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#844: best lap time & lap in board 3 network game -------------------------------+-------------------------------------------- Reporter: torcs-ng | Owner: tomlowshang@… Type: defect | Status: assigned Priority: major | Milestone: 2.1.0 Component: Network interface | Version: 2.1.0-dev Keywords: network race | -------------------------------+-------------------------------------------- Comment(by tomlowshang): All the peers in the game send lap data to every other peer. 1) They start sending on lap one, even though no lap data has been computed yet. 2) They even send lap data for remote cars back to the peer controlling that car! 3) But the biggest problem is that each pear is computing the lap data. Its yet another split brain design flaw in the network code. Fixing 1) and 2) is easy but then I get very strange lap output (car loses lap even though its only 0.5s behind leader, car skips a lap, some lap data is still not displayed) probably because of 3). The proper fix is that only the server should compute all timing data and transmit it to the clients. This requires modifying the race engine and is probably not something that should attempted for 2.1. A short term solution is to not send lap data between the computers and let each use its locally computed lap data. The big problem is that the results on each computer will never be identical. The differences may worse than TRB races because human drivers are less consistent than the AI drivers. For testing purposes, I'll attach a patch for the short term solution. -- Ticket URL: <http://sourceforge.net/apps/trac/speed-dreams/ticket/844#comment:2> Speed Dreams <http://sourceforge.net/projects/speed-dreams> An Open Motor-sport Simulator featuring high-quality 3D graphics and an accurate physics engine, all targeting maximum realism as well as exciting new features, cars, tracks and AI opponents to make a more enjoyable game for the player. |