Net masks
by Ian Omroth Hardingham · in Torque Game Engine · 06/23/2004 (6:57 am) · 3 replies
Hey everyone.
Okay, I've been asking around on IRC and the forums trying to get a bit better of an understanding of how the net mask system works. The code surrounding the ghost update system seems to be, er, a little indecipherable at best, and I was wondering if anyone had any insight into this.
What I believe so far is that: for a NetObject, such as Player, the server keeps a dirty mask for *each* ghost. When packUpdate is called for one ghost/netConnection, the dirty mask is at some point cleared for that ghost.
My problem is: when is the mask cleared? Is it straight after the packUpdate, or does it wait for the packet to have been received successfully? Am I right in thinking that a packUpdate packet will not be resent if it failes, it will simply wait for the next time packUpdate is called? So then the mask is reset *after* a packet is successfully transmitted, otherwise important info would not get through?
I'm confused. Any help would be much happreciated.
Ian
Okay, I've been asking around on IRC and the forums trying to get a bit better of an understanding of how the net mask system works. The code surrounding the ghost update system seems to be, er, a little indecipherable at best, and I was wondering if anyone had any insight into this.
What I believe so far is that: for a NetObject, such as Player, the server keeps a dirty mask for *each* ghost. When packUpdate is called for one ghost/netConnection, the dirty mask is at some point cleared for that ghost.
My problem is: when is the mask cleared? Is it straight after the packUpdate, or does it wait for the packet to have been received successfully? Am I right in thinking that a packUpdate packet will not be resent if it failes, it will simply wait for the next time packUpdate is called? So then the mask is reset *after* a packet is successfully transmitted, otherwise important info would not get through?
I'm confused. Any help would be much happreciated.
Ian
About the author
Designer and lead programmer on Frozen Synapse, Frozen Endzone, and Determinance. Co-owner of Mode 7 Games.
Associate Kyle Carter
Short answer: the most recent state is always transmitted.