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- registered clients will auto-kick unregistered clients
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- central clearingghouse for active servers
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- server logon messages
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- problem with reconnect to same server out of order packets
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- acknowledge all command line parameters
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- annoying pause on intermission screen
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- seperate accept/reject list for server packets and client packets
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- server compile time should be part of connect message and status
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- allocate new cvars during file parse
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- remote console should be able to do cvar setting/reading
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- make punchangle a client side operation
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- remove sys_printf
- remove host_client
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- packet filter list
- client move by test final pos and test 1/16 down
- simulate world first, then clients, clients explicitly sim weapon projectiles
- allow remote locations to subscribe to console output
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- client zombie state?
- seperate command ques for client and server?
- worry about partial connection during level change
- worry about zombie state for if(!state) constructs
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- make sound/ and models/ implicit in data types
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- int sequence
- int reliable_sequence;
- bit reliable_payload;
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- consumption
- renewable resources
- depletable resources
- rate of extraction
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- how can you influence other characters
- how can you communicate
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- login
- logoff
- disconnection
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- client to server
- ----------------
- last good received server time
- milliseconds since last move frame
- angles
- movement
- buttonstates
- impulse
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- server to client
- ----------------
- last movemessage received
- origin
- velocity
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- build movement
- send movement packet to server
- set player position to last known good
- execute all unaknowledged movement packets
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- needs to know all things that can effect movement
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- movement context
- ----------------
- origin
- velocity
- size
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- run move command (context, move)
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- #define MAX_MOVEMESSAGES 64
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- typedef struct
- {
- double time; // client time when sent
- byte milliseconds;
- } movemessage_t;
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- int ack_movemessage;
- int current_movemessage;
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- movemessage_t movemessages[MAX_MOVEMESSAGES];
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- void CL_Frame (void)
- {
- get all pending server messages
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- latency = cl.time - movemessage[last].time;
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- movetime = cl.time - cl.oldtime;
- get movemessage
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- send packet to server
- }
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- does not adress interpolating other object's movement
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