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Certa
May 29 2003, 17:08
Several posts mention better netcode. In technical terms you really want a client/server implementation instead of a sync implementation.

I don't have any technical proof but from what I've experienced OFP1 uses some kind of sync model. I'm saying some kind of sync model since a server is present, it could possibly be a hybrid in between clent/server and sync. The all too common problem with desync is also a big hint that this is the case.

For you who don't know what I'm talking about: Multiplayer computer games uses either sync or client/server. In sync model every client work part as a sever making it's own decisions. For instance, the client just blew up a tank and informs the other clients (perhaps via the server) of what it did. In client/server model the client just updates it's user inputs to the server. The server makes the moves and updates all clients of unit positions, etc.

Some classical games using client/server model are Quake, Unreal Tournament, Ultima Online. Some classical games using sync model are Starcraft, Dungeon Keeper.

Some of the big flaws of the sync model is desync and you might have noticed that lagged players in OFP can be hard to kill. I've emptied several clips into enemy flag carriers and they still delivered the flag. Also, before I upgraded my computer (400MHz to 2+ GHz) I could run through walls and fences in OFP (very handy but sort of cheating). One lagged player can destroy for the others. This is not an issue in a pure client/server model. A lagged player will simply be the one to suffer alone.

//Certa