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If an input has a side-effect (e.g. starts an animation; schedules an event; etc.), then that side-effect needs to be able to be rolled back during a replay scenario
bug
Something isn't working
#38
opened Jul 18, 2024 by
xaroth8088
Saw an instance on a shoddy network connection where the client requested a heavy, the server saw the client request it, but the client itself didn't (!), which led to a desync
bug
Something isn't working
#37
opened Jul 15, 2024 by
xaroth8088
In GameStateManager::ReplayDueToEvents(), we can skip the replay entirely if the events we're receiving are identical to the ones we're replacing (over the affected time frame)
enhancement
New feature or request
#35
opened Jul 1, 2024 by
xaroth8088
RPCs should be stashed when received instead of acted on immediately, and then processed in bulk in the frame
enhancement
New feature or request
#34
opened May 31, 2024 by
xaroth8088
In SyncToServerState, if the state is in the future AND there are no events in-between now and the target, we can safely skip the first TimeTravelToEndOf() and directly apply the server state to the scene & jump the game time there
enhancement
New feature or request
#33
opened May 31, 2024 by
xaroth8088
In SyncToServerState(), if the server's frame is exactly the same as our frame in that spot and there's no changes to the events, then we don't need to replay at all
enhancement
New feature or request
#32
opened May 31, 2024 by
xaroth8088
Maybe make a component that uses reflection to see what other properties are on the component, and which can be used to auto-collect gamestate information
enhancement
New feature or request
#30
opened Apr 21, 2024 by
xaroth8088
The host can collect multiple inputs from clients before acting on them
enhancement
New feature or request
#28
opened Apr 17, 2024 by
xaroth8088
Abstract VerboseLog() into its own thing, use everywhere
enhancement
New feature or request
#26
opened Apr 16, 2024 by
xaroth8088
figure out what to do if the initial game state never arrives to the client
enhancement
New feature or request
#25
opened Apr 16, 2024 by
xaroth8088
Figure out the right behavior for NetworkStateManager when it receives an RPC before it's ready to process them
enhancement
New feature or request
#24
opened Apr 16, 2024 by
xaroth8088
In NetworkStateManager::ClientFixedUpdate(), figure out what we want to do when the client hasn't heard from the server in too long
enhancement
New feature or request
#23
opened Apr 16, 2024 by
xaroth8088
On the server, instead of immediately forwarding player inputs maybe gather up all incoming inputs over some span of time and then send them in batches, to reduce RPC calls
enhancement
New feature or request
#22
opened Apr 16, 2024 by
xaroth8088
In NetworkStateManager::SetPlayerInputsServerRpc(), exclude the client that sent its input to the server, since they've already got it
enhancement
New feature or request
#21
opened Apr 16, 2024 by
xaroth8088
prevent a client from sending input for a player they shouldn't be sending input for
enhancement
New feature or request
#20
opened Apr 16, 2024 by
xaroth8088
In NetworkStateManager::HostFixedUpdate(), if we're sending a frame update AND sending inputs, we can consolidate those into a single RPC instead of doing two of them
enhancement
New feature or request
#18
opened Apr 16, 2024 by
xaroth8088
If NetworkManager isn't ready yet, we should throw an error and refuse to start up.
enhancement
New feature or request
#17
opened Apr 16, 2024 by
xaroth8088
calling NetworkStateManager::PredictInputForPlayer() is an awkward thing to ask implementers to do; see if this can be improved
enhancement
New feature or request
#16
opened Apr 16, 2024 by
xaroth8088
If an event is being de-scheduled during a rollback when processing a client's input data, do the clients need to know about the de-scheduling?
enhancement
New feature or request
#15
opened Apr 16, 2024 by
xaroth8088
add documentation about the hows and whys on the custom Random handling
enhancement
New feature or request
#14
opened Apr 16, 2024 by
xaroth8088
some sort of configurable amount of player inputs into the past that we'll hang onto, to conserve runtime memory
enhancement
New feature or request
#13
opened Apr 16, 2024 by
xaroth8088
the server can maybe calculate a diff for the events buffer whenever something happens to make it change, and only send over those (instead of the whole history each time)
enhancement
New feature or request
#12
opened Apr 16, 2024 by
xaroth8088
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