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Re: How does BFruit.exe poll for input from GUI without gett

 
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Alan Bellingham
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PostPosted: Fri Sep 23, 2005 11:12 am    Post subject: Re: How does BFruit.exe poll for input from GUI without gett Reply with quote



"Hendrik Schober" <SpamTrap (AT) gmx (DOT) de> wrote:

Quote:
The keyboard state need to get examined in Warcraft,
too, doesn't it?

In the code, yes, I expect so.

Actually, I do find it interesting that I can be holding down 'w' (run
forwards), and without releasing it, press Shift-1 followed by 6, and
then escape, and have all those keyboard commands recognised correctly.
And then have the release of the 'w' key recognised when I finally do
lift it.

This is keyboard handling that really, truly wouldn't have worked on the
first PCs.

I'm even more impressed though by the game's software architecture, and
its balance of what the server needs to know and calculate, and what the
local client can calculate. There are interesting data synchronisation
issues to do with the fact that to aim a blow at an opponent, both your
local client _and_ the server have to agree that you are in range. If
the client doesn't think you can do it, it doesn't bother telling the
server about the attempt. But you can end up in the situation that the
client and the server disagree about your location - so the opponent
happily bashes away at you while you are totally unable to fight back.
This is known as 'lag', and it's a pain when it does occur.

All of this to happen in soft real time.

(I'm strongly tempted to try to reverse engineer the design based on
black box observation coupled with guesses at design principles.)

However, this has departed from the group's mandate, being about
architectures rather than about the C++ language. Therefore, I'm
diverting this to borland.public.cppbuilder.non-technical

Alan Bellingham
--
ACCU Conference 2006 - 19-22 April, Randolph Hotel, Oxford, UK

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Andrue Cope [TeamB]
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PostPosted: Fri Sep 23, 2005 12:28 pm    Post subject: Re: How does BFruit.exe poll for input from GUI without gett Reply with quote



Alan Bellingham wrote:

Quote:
There are interesting data synchronisation
issues to do with the fact that to aim a blow at an opponent, both
your local client and the server have to agree that you are in range.
If the client doesn't think you can do it, it doesn't bother telling
the server about the attempt.

I agree. For perhaps even more complexity consider this:

http://www.eve-online.com/guide/en/g26.asp

I don't know which side is doing the calculations but presumably it
must be the client. Eve is a very low bandwidth application and most of
the delays occur when the game is changing session (jumping into a
system, undocking or whatever).

Luckily for Eve it's not a first person shooter. Control is one step
removed so although lag might delay swapping out ammunition or a weapon
modifier it isn't a disaster. How quickly you can do something is less
important than working out what you should be doing and what you should
be doing it with. And to whom.

Sometimes the client definitely seems to be predicting the consequences
and assuming the server will agree. Sadly some of these areas have had
to be tightened up. Used to be you could dock, change ship and undock
in a couple of seconds. Now you get an annoying session change timer
which is presumably the client waiting for the server to accept the
ship change before you can undock in it.

But considering http://www.eve-online.com/news/newsOfEve.asp?newsID=308
I think CCP developers should be given a pat on the back achieving
anything let alone a successful game.

--
Andrue Cope [TeamB]
[Bicester, Uk]
http://info.borland.com/newsgroups/guide.html

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