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CommandToServer/Client garaunteed delivery?

by Stefan Lundmark · in Torque Game Engine · 07/14/2005 (9:49 am) · 4 replies

I haven't looked into this much yet so excuse my ignorance, but is there any garaunteed delivery when using CommandToServer/Client?
Of course, it can never be totally garaunteed.. but are there anything in place to detect if packetloss occured, and to then resend the command?

Reason to me asking is that we have had problems with clients across the globe not receiving the commands the server is sending.

#1
07/14/2005 (9:59 am)
From the TGE docs
Quote:Guaranteed Data (NetEvent) - if this data is lost, resend it. Chat messages, messages for players joining and leaving the game and mission end messages are all examples of guaranteed data.

Since chat messages are generally sent using commandToServer/Client I would assume that it means those commands are guaranteed. Which would make sense since the mission loading phase uses these commands to synchronise the client on initial connection and setup the mission.

I've not looked through the code, but I would imagine if the original send timesout without receiving an ack, it will resend. I think the order of the packets is also guaranteed. But without digging into the code I couldn't be 100% sure.
#2
07/14/2005 (10:05 am)
Thanks Gary, I must have overlooked that part.

It's odd though, if those are guaranteed then they would be resent.. but they never are.
The message Mapping string: SendCommand to index: 0 never comes up when this happends, either.
#3
07/14/2005 (10:51 am)
CommandToServer/Client is always guaranteed in order. There is currently no way to send unguaranteed or unordered events via script.
#4
07/14/2005 (11:29 am)
Thanks