If that's the case, then there's likely a server-side queue that builds up commands if they fail sending, up to a certain point where the player is finally dropped for good. This is a poor way to implement a proper reconnect feature because it's a major security vulnerability. If you let the servers queue commands for disconnected players indefinitely, a malicious user could attack the server infrastructure by constantly connecting and disconnecting from games, or matching with collaborators and letting a game run indefinitely with a few players disconnected until the server runs out of memory. This is actually probably a problem with the observer system too, since the server is likely just storing a replay file and serving it to users. I wonder what they've implemented to prevent neverending games from consuming too much memory.
There's also the fact that this method would only work for minor internet outages like the one you described, where you've lost connection but are still physically in the game. If you crash or close out of the game, you will lose the game state and those queued commands will be useless.
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Post History of Inverse
Thread: ELI5 Why we can't have a reconnect option.5 May 2015, 16:35 PM
In: COH2 Gameplay |
Thread: ELI5 Why we can't have a reconnect option.5 May 2015, 15:17 PM
CoH doesn't have a central server that stores the game state like CSGO, Dota 2, or LoL. It's a deterministic simulation engine, which means every player is essentially running a separate instance of the game that's guaranteed to be exactly the same as every other players' instances. That way the battle servers only have to relay commands, since logic dictates that if all players are running identical game states, issued commands will give the same outcome for all players. That means reduced bandwidth, reduced latency, reduced server hardware requirements, and reduced replay file sizes. Other RTS games like SC2 work around this by providing a play from replay option, where you can load a replay and resume the game at a predetermined time before the disconnect occurred. The problem with this approach is it requires every player to have a copy of the replay file; essentially, it's only ever used for tournaments, and it's impossible to reconnect in regular matchmaking. Battle servers are storing a bit of game state information now, since the observing system is really just server-side replay generation. However, converting these replays into a means of reconnecting to a game is likely extremely difficult and not really practical in reality. It would also rely on additional features like pausing, which CoH lacks. Until server-side RTS design becomes commonplace (which might never happen), reconnect from replay is the best you can realistically hope for here.
The CoH engine runs at 8 ticks/second, so 8x is the fastest speed you will ever be able to watch a replay at. In: COH2 Gameplay |
Thread: Which is the best scroll method in game?4 May 2015, 14:25 PM
Minimap/tactical map for most movements with edge panning for small adjustments is the most efficient method because it's extremely fast and it frees up your left hand entirely to make use of control groups and hotkeys. There's a reason every single proper professional RTS player uses that method. A few good resources regarding mechanics and control in RTS games: https://www.youtube.com/watch?v=RUohpQKVf_A https://www.youtube.com/watch?v=yP-Sm9QkdHo In: COH2 Gameplay |
Thread: When another player takes control of your units....24 Apr 2015, 19:07 PM
That makes more sense, but it's still drastically more expensive than simple command passing, and it scales terribly once you start considering anything beyond 1v1 because you have far more data to send and exponentially more calculations to make. In: COH2 Bugs |
Thread: When another player takes control of your units....24 Apr 2015, 18:04 PM
But why, as a game developer, would you write two completely different versions of your netcode? It's impractical. Not only would you waste a lot of money on essentially duplicating code, but you would have to absorb the increased cost of running the game in a client-server environment. You would, right off the bat, need better servers and more bandwidth because even the most basic client-server setup is going to use more CPU power and bandwidth than simple message passing. And what do you do about custom games? Do they use battle servers? If so, now you're maintaining two separate groups of servers that do essentially the same thing. Do they use straight P2P? Then you have hacking in tournaments. Do they just use this new server config? Then you need even more of the more powerful, more expensive servers to handle your load. Then you have to worry about line-of-sight calculations on the server. This wouldn't really reduce bandwidth all that much, since the clients would still have to send you all of the information on all of their units every tick; still much more expensive than simple command passing. Then you would have to perform calculations on that data, and finally you would have to send the relevant details to the clients. No matter which way you slice it, you're suddenly forced to dedicate substantially more server resources to every single player in a game. The simple fact is, something like that will never happen because no company is going to produce one version of netcode for ranked play and another for unranked play, because that's insane. So the only viable client-server setup is to make everything client-server and pony up for your substantially increased server costs. If a company like Blizzard didn't think that was worth it, you can bet a company like Relic won't think so either. In: COH2 Bugs |
Thread: When another player takes control of your units....24 Apr 2015, 17:35 PM
Your suggestion is very strange. CoH2's approach isn't odd, it's actually fairly standard; Blizzard did the same thing with SC2. As for why client-server is impractical in an RTS... RTS games have to keep track of exponentially more entities than an FPS. Destructive and dynamic cover in a game like Battlefield actually isn't all that demanding for a server because it's structured. You can't just destroy anything, and everything you can destroy is set up to be destroyed in certain ways. All the server needs to do is keep track of the destructible entities and their current states, then refer to those states when making hitbox calculations. From http://www.coh2.org/topic/19148/drop-hack-continues/post/257032 In: COH2 Bugs |
Thread: When another player takes control of your units....24 Apr 2015, 17:11 PM
Then you have a client-server game. There's a reason RTS games have traditionally never been client-server: it's impractical. The cost per player is insane, and while CoH generally has less individual units in play at any given time than other RTS games, it's still prohibitive. Not to mention the game engine would essentially have to be rewritten with a client-server architecture in mind. In: COH2 Bugs |
Thread: When another player takes control of your units....23 Apr 2015, 13:23 PM
Because maphacking is relatively easy to do since it's necessary to make all game data available to every client. It's impossible to prevent maphacking in a deterministic simulation game engine, which every single RTS uses. There's no comparison between being able to display hidden data that you already have and issuing commands on behalf of another player; one is theoretically very easy, while the other is theoretically very hard, if not essentially impossible. The fact that you even think the two are comparable is laughable. In: COH2 Bugs |
Thread: Server Encryption 22 Apr 2015, 15:29 PM
They're not "out in the open", they're hashed and salted on the server, they're just posted in plaintext from the browser to the server. Which is not good practice, agreed, but it's nowhere near the level of vulnerability you claim it is. The main implication of this is if someone is sniffing packets from your machine (because they're on the same network as you or you're connecting over an insecure access point), they will be able to see the password you send to the server when you login. The OP doesn't really know what he's talking about, he's just parroting what someone else said and exaggerating. The current situation is not ideal, but also won't give anyone your password unless they're reading your network traffic. In: Lobby |
Thread: I miss the old guard,: where are they??20 Apr 2015, 18:54 PM
Almost all of the Western Starcraft scene moved to SC2, and the Korean scene only stuck to BW because they were under contract and getting paid insane amounts of money. Once KeSPA moved to SC2 almost all of the old BW pros followed, and today a lot of the top SC2 players are former BW pros. Saying CoH2 and CoH1 are completely different games is a bit of a stretch; there's a lot of overlap with core mechanics. Anecdotal evidence doesn't really say much either. I could counter your "getting older" theory with anecdotes about CoH1 players with thousands of hours in Dota 2 and LoL and CSGO. I have 2000 hours in Dota 2, and I was up until 2AM last night spamming CS games. Sepha spams Dota games, DevM puts on his fairy anime costumes and plays LoL. But that doesn't really say anything useful. What we know for sure is, unlike many similar games, CoH2 failed to retain almost every single one of its predecessor's top players. That's a unique situation, and the reason behind it is no doubt complex. But it's interesting to think about. In: COH Central |
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