Game Development Community

Problems with client side sim IDs

by Igor G · in Torque Game Engine · 01/26/2008 (11:16 am) · 3 replies

Hi,

I'm experiencing some big issues with my Torque app. I've got about 6 players on my server running around. One of my clients is observing everything and for some reason, the IDs for the other 5 players are constantly changing on my client. I've noticed that Player::onAdd is being called on my observing client even though no body is dropping or entering the world. Can anybody explain why this would happen???

Thanks!

#1
01/26/2008 (11:52 am)
When a ghost goes out of scope, your client simulation has to follow and delete (though not always, but let's keep this simple) the ghost as it's no longer updated from the server to you. For instance, when another player moves out of scope range (visible distance, most of the time).

When the player is reghosted to you, what you mentioned will happen. There are articles on TDN which go into much more depth than this so I suggest you find them :) It's a good read.
#2
01/26/2008 (12:07 pm)
Stefan is on the money.
Another common case where players will leave & enter network scope for a given client is if you've got highly portalized interiors.
#3
01/26/2008 (12:17 pm)
Ahh ok, thanks for the info. I was also debugging and realized that too - NetConnection::detachObject was getting called and ghosts were marked for killing for some reason. Didn't realize that Torque killed ghosts when the object was out of scope.

So it seems if you are stationary and a player is right on the boundary of the ghosting distance and keeps moving in and out of your scope, that would potentially generate a ton of killing and regenerating ghost messages.