TaskMaster - won't the difference be up to 260ms if the server decides the result of a hit?
Reducing syncs to every 100ms minimum fixed the crashing - but the timing effects are pretty bad.
The trouble with simulating everything on the playerside as well, and giving them significant reign over things like the player, etc - is the required upstream for the player with GNet - because its peer to peer and not server to client, everything the player sends is sent to every person who connects, so if it takes 5k/sec to inform just the server, with 10 players thats 50k/second for each client - which by sending just keystrokes i was hoping to minimize, and let the load sit on the server (which ought to be on a decent connection).
If it gets about 10-12k/second ADSL players can't join the game.
Reducing syncs to every 100ms minimum fixed the crashing - but the timing effects are pretty bad.
The trouble with simulating everything on the playerside as well, and giving them significant reign over things like the player, etc - is the required upstream for the player with GNet - because its peer to peer and not server to client, everything the player sends is sent to every person who connects, so if it takes 5k/sec to inform just the server, with 10 players thats 50k/second for each client - which by sending just keystrokes i was hoping to minimize, and let the load sit on the server (which ought to be on a decent connection).
If it gets about 10-12k/second ADSL players can't join the game.