<!-- MHonArc v2.4.4 --> <!--X-Subject: Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks) --> <!--X-From-R13: Pra Uerrne <terrneNploreuvtujnl.arg> --> <!--X-Date: Sun, 01 Mar 1998 03:39:00 +0000 --> <!--X-Message-Id: Pine.LNX.3.96.980228201324.909A-100000#shamen,cyberhighway.net --> <!--X-Content-Type: text/plain --> <!--X-Reference: 9803010022.8vic@ami-cg.GraySage.Edmonton.AB.CA --> <!--X-Head-End--> <!DOCTYPE HTML PUBLIC "-//W3C//DTD HTML 3.2//EN"> <html> <head> <title>MUD-Dev message, Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks</title> <!-- meta name="robots" content="noindex,nofollow" --> <link rev="made" href="mailto:greear#cyberhighway,net"> </head> <body background="/backgrounds/paperback.gif" bgcolor="#ffffff" text="#000000" link="#0000FF" alink="#FF0000" vlink="#006000"> <font size="+4" color="#804040"> <strong><em>MUD-Dev<br>mailing list archive</em></strong> </font> <br> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] <br clear=all><hr> <!--X-Body-Begin--> <!--X-User-Header--> <!--X-User-Header-End--> <!--X-TopPNI--> Date: [ <a href="msg00654.html">Previous</a> | <a href="msg00656.html">Next</a> ] Thread: [ <a href="msg00653.html">Previous</a> | <a href="msg00657.html">Next</a> ] Index: [ <A HREF="author.html#00655">Author</A> | <A HREF="#00655">Date</A> | <A HREF="thread.html#00655">Thread</A> ] <!--X-TopPNI-End--> <!--X-MsgBody--> <!--X-Subject-Header-Begin--> <H1>Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</H1> <HR> <!--X-Subject-Header-End--> <!--X-Head-of-Message--> <UL> <LI><em>To</em>: <A HREF="mailto:mud-dev#null,net">mud-dev#null,net</A></LI> <LI><em>Subject</em>: Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</LI> <LI><em>From</em>: Ben Greear <<A HREF="mailto:greear#cyberhighway,net">greear#cyberhighway,net</A>></LI> <LI><em>Date</em>: Sat, 28 Feb 1998 20:38:03 -0700 (MST)</LI> </UL> <!--X-Head-of-Message-End--> <!--X-Head-Body-Sep-Begin--> <HR> <!--X-Head-Body-Sep-End--> <!--X-Body-of-Message--> <PRE> On Sat, 28 Feb 1998, Chris Gray wrote: > [Vadim Tkachenko:] > > :Pretty realistic - today my wife was driving and had to brake real hard > :not to hit the guy who changed the lane right before the red light. We > :stopped, thought it was over. Two seconds later, the next car hit us > :from behind. > : > :What I would do in such a situation is not to give the user the 'it's > :over' feeling, but just defer the complete decision about what is really > :happening for some reasonable amount of time, depending on the network > :delays. > > I'm not convinced the two are equivalent. In the MUD case, full evaluation > of the situation by the "ahead" client indicated that the incident was > over, but then action by the "behind" player has an effect which undoes > that conclusion. My instinct says that you are going to run into some > very difficult to solve problems. I don't have a more extensive example, > however. > > :Say, if it's a spaceship, I'd pretend to have some sort of a self-check, > :which takes some time to complete and switches on in any dangerous > :situation. And, if your fuel tank got hit, you don't explode > :immediately, do you? > > No, but once your fuel tank is hit, the physics of the situation proceeds > apace and it explodes. Look at it the other way around - the action by > the "behind" player prevents a quicker explosion, that the "ahead" player > has already seen. So, the "ahead" player sees his ship start to explode, > and then a second or two later, the explosion is mysteriously cancelled, > with no record of it every actually happening. As a player, I'm not sure > I'd like that. I'd like to throw my two cents in here.... First of all, when you're talking about the mass and size of a decent space ship, a seconds time isn't that long. I mean, think of a 3 ton craft...F=MA gives you certain turn-around time. My proposal goes something like this: You basically have two servers. One is the real server running 'out on the net', in a well known location like normal. It has no GUI and lives to communicate with proto servers on user's machines. Now, code wise, these proto servers would be extremely similar to the real server. It would be predictive, hold many objects in long term memory... It would constantly (as possible) be receiving status updates from the offical server. So here's the fun. You have to make it blend in the hard updates from the server with it's current timeline, which will usually be slightly different. For instance one player (a) gives command to the main server to launch a missile at player (b). The server concurs, and the missile is launched...and will arrive at target in 3 seconds. Due to a one second lag, player b only gets 2 seconds to react to the news. I don't consider this un-realistic. A concept of having things 'appear' on the 'scanner' should be both playable and realistic. You could of course have you're ship programmed with numerous auto-responses, which the original server would be aware of and execute accordingly.... I envision the local proto server (pserver) as being connected to a GUI via a socket, or lifo or something, the importance that it is two different processes. It will be written in C++ as is the server, but the actual GUI code will be Java. Of course, with the loose coupling, it could be rewritten in C++ if the java proved too slow, and not too much time would be lost. One thing, if several ships got into a dogfight, then the communication lag could break down somewhat. I would propose that time 'slow down'... The problem would be catching back up with the rest of the world..but I don't really see that as too big of a deal...just magically make the ship go a little faster than it really should be going to its next destination...and others slightly slower coming in.... Still got a lot to work on, not least of which would be the predictive nature of the pserver and having to 'fold in' events received from the actual server. I would make the GUI polygon based rendering with bitmaps. I've no expertise, except for a decent understanding of math, in this area, so any suggestions would be welcome. Also, the interface between the pserver and the GUI would be (reasonably!) well published, so that anyone would be welcome to write their own... If money became involved..it would be charged for connection to the main server. Could also sell a 'server license' to let ppl run their own, like say on their local network. However, it remains a hobby, and an unstarted one at the time being :) > > -- > Chris Gray cg#ami-cg,GraySage.Edmonton.AB.CA > > Ben Greear (greear#cyberhighway,net) <A HREF="http://www.primenet.com/~greear">http://www.primenet.com/~greear</A> Author of ScryMUD: mud.primenet.com 4444 <A HREF="http://www.primenet.com/~greear/ScryMUD/scry.html">http://www.primenet.com/~greear/ScryMUD/scry.html</A> </PRE> <!--X-Body-of-Message-End--> <!--X-MsgBody-End--> <!--X-Follow-Ups--> <HR> <ul compact><li><strong>Follow-Ups</strong>: <ul> <li><strong><A NAME="00657" HREF="msg00657.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong> <ul compact><li><em>From:</em> "Jon A. Lambert" <Jon.A.Lambert#ix,netcom.com></li></ul> </UL></LI></UL> <!--X-Follow-Ups-End--> <!--X-References--> <UL><LI><STRONG>References</STRONG>: <UL> <LI><STRONG><A NAME="00651" HREF="msg00651.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></STRONG> <UL><LI><EM>From:</EM> cg#ami-cg,GraySage.Edmonton.AB.CA (Chris Gray)</LI></UL></LI> </UL></LI></UL> <!--X-References-End--> <!--X-BotPNI--> <UL> <LI>Prev by Date: <STRONG><A HREF="msg00654.html">Net protocols for MUDing (was: Moore's Law sucks)</A></STRONG> </LI> <LI>Next by Date: <STRONG><A HREF="msg00656.html">Re: [MUD-Dev] Java and Javascript</A></STRONG> </LI> <LI>Prev by thread: <STRONG><A HREF="msg00653.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></STRONG> </LI> <LI>Next by thread: <STRONG><A HREF="msg00657.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></STRONG> </LI> <LI>Index(es): <UL> <LI><A HREF="index.html#00655"><STRONG>Date</STRONG></A></LI> <LI><A HREF="thread.html#00655"><STRONG>Thread</STRONG></A></LI> </UL> </LI> </UL> <!--X-BotPNI-End--> <!--X-User-Footer--> <!--X-User-Footer-End--> <ul><li>Thread context: <BLOCKQUOTE><UL> <LI><STRONG>Re: [MUD-Dev] Describe Concept</STRONG>, <EM>(continued)</EM> <ul compact> <ul compact> <ul compact> <ul compact> <LI><strong><A NAME="00883" HREF="msg00883.html">Re: [MUD-Dev] Describe Concept</A></strong>, Vadim Tkachenko <a href="mailto:vt#freehold,crocodile.org">vt#freehold,crocodile.org</a>, Wed 25 Mar 1998, 05:11 GMT </LI> </ul> </ul> </ul> </ul> </LI> <LI><strong><A NAME="00652" HREF="msg00652.html">Compilers: Toy available for ftp</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 01 Mar 1998, 00:39 GMT <LI><strong><A NAME="00651" HREF="msg00651.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 01 Mar 1998, 00:33 GMT <UL> <LI><strong><A NAME="00653" HREF="msg00653.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Vadim Tkachenko <a href="mailto:vadimt#4cs,com">vadimt#4cs,com</a>, Sun 01 Mar 1998, 02:06 GMT </LI> <LI><strong><A NAME="00655" HREF="msg00655.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Ben Greear <a href="mailto:greear#cyberhighway,net">greear#cyberhighway,net</a>, Sun 01 Mar 1998, 03:39 GMT <UL> <LI><strong><A NAME="00657" HREF="msg00657.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Jon A. Lambert <a href="mailto:Jon.A.Lambert#ix,netcom.com">Jon.A.Lambert#ix,netcom.com</a>, Sun 01 Mar 1998, 05:35 GMT </LI> </UL> </LI> <LI><strong><A NAME="00658" HREF="msg00658.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Adam Wiggins <a href="mailto:nightfall#user2,inficad.com">nightfall#user2,inficad.com</a>, Sun 01 Mar 1998, 10:30 GMT </LI> </UL> <UL> <li><Possible follow-up(s)><br> <LI><strong><A NAME="00660" HREF="msg00660.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Chris Gray <a href="mailto:cg#ami-cg,GraySage.Edmonton.AB.CA">cg#ami-cg,GraySage.Edmonton.AB.CA</a>, Sun 01 Mar 1998, 18:16 GMT <UL> <LI><strong><A NAME="00662" HREF="msg00662.html">Re: [MUD-Dev] Net protocols for MUDing (was: Moore's Law sucks)</A></strong>, Adam Wiggins <a href="mailto:nightfall#user1,inficad.com">nightfall#user1,inficad.com</a>, Sun 01 Mar 1998, 22:17 GMT </LI> </UL> </LI> </UL> </LI> </UL></BLOCKQUOTE> </ul> <hr> <center> [ <a href="../">Other Periods</a> | <a href="../../">Other mailing lists</a> | <a href="/search.php3">Search</a> ] </center> <hr> </body> </html>