-
Notifications
You must be signed in to change notification settings - Fork 9
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
PP: 0.76 Compact World Update #1
Comments
While it is more compact, there is one better solution: My previous idea to this was to just send out all data for connected players, leaving out those ids that are disconnected, but this would result in problems when new players connect (world update is async, so a packet send before a playercreate packet could arrive after it and result in a 'data shift') |
I'm not quite sure what you mean? If I understand it correctly, your format just saves one byte for the ID per player? |
yes, which is already a lot |
True, at 10ups 32 players clients just save around 240B/s which is not really significant, but the server saves 8KB/s. This figure will only grow with 64 players and higher network ups so it would probably make sense. |
I mean if we want to optimise bandwith, then do it at the most possible level. Especially considering protocol updates are hard to enforce on players. |
The .76 world update is much more compact than the .75 world update.
It might be worthwhile backporting it to .75 OS under a new packet ID
The text was updated successfully, but these errors were encountered: