Guest Posted January 2, 2004 Posted January 2, 2004 Hiya, Just a quick question that I'm hoping a developer (or someone that has done some testing) might be able to answer. I'm hoping to run a server for MTA here but I'm trying to find out if its a proper client/server model (ie, all traffic goes between the clients and the dedicated server) or if its a p2p model (ie, all traffic goes directly between clients and they simply use the server as a connection point). If anyone could shed light on this it would be most appreciated! I don't have VC myself so can't test it directly. Thanks in advance.
eAi Posted January 2, 2004 Posted January 2, 2004 Its a normal game server model. No P2P is involved. eAi
Slothman Posted January 2, 2004 Posted January 2, 2004 the only divergance between mta and the rest of the server based games is the client side deaths, which is the source of all these cheater problems.
TempEcho Posted January 2, 2004 Posted January 2, 2004 I allways heard that P2P was lots faster(BTW. server side death code would be nice) , look at file sharing tools , it goes lots faster with P2P... Xanni
MTA Team Blokker_1999 Posted January 2, 2004 MTA Team Posted January 2, 2004 p2p is impossible since then you need to send ur data to everyone which means that you need the same up and download speed. On a server with 12 ppl you would need something of 25 to 30 kb/s uploadspeed which isn't cheap
TempEcho Posted January 2, 2004 Posted January 2, 2004 but in the situation we have now , the server has to send it to all people , right??? Look , like why not make stuff like: x: 954243.39234/29432 y: 9343.493 z: 29330.233 animation: 4 gun: 8 car: 93 if that being send to the server 5 times per second you have 2.5 kilobyte per second , thats not very much , isnt it? well , then P2P would be possible , or something like that data is send to the 5 people closest to you , then the other people would just get the possition , then you can minimize data transfer , or use some kind of compression... Xanni
MTA Team Blokker_1999 Posted January 2, 2004 MTA Team Posted January 2, 2004 there is a lot more data then what u r saying there, and 5 times per second is far from enough
eAi Posted January 2, 2004 Posted January 2, 2004 but in the situation we have now , the server has to send it to all people , right??? Look , like why not make stuff like:x: 954243.39234/29432 y: 9343.493 z: 29330.233 animation: 4 gun: 8 car: 93 if that being send to the server 5 times per second you have 2.5 kilobyte per second , thats not very much , isnt it? well , then P2P would be possible , or something like that data is send to the 5 people closest to you , then the other people would just get the possition , then you can minimize data transfer , or use some kind of compression... Xanni Hm... 5 times a second. That would mean each player would only move once every 5 seconds. No, I don't think so. There is already compression, and data minimal data is sent for players a long way away from you. eAi
TempEcho Posted January 2, 2004 Posted January 2, 2004 I didnt mean once every 5 seconds , but 5 times every one second. And I dont just mean minimal data for people far away from you in the real world , but on the VC map to... Xanni
MTA Team Blokker_1999 Posted January 2, 2004 MTA Team Posted January 2, 2004 if i'm not mistaking we are sending data 20 times a second, and that is needed, and there is a whole lot of data that has to be send
eAi Posted January 2, 2004 Posted January 2, 2004 I didnt mean once every 5 seconds , but 5 times every one second. And I dont just mean minimal data for people far away from you in the real world , but on the VC map to...Xanni Thats what i meant too... Sorry I missread your post (once every 5 seconds!) eAi
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