Variation -> The server should wait to start the battle after all of the clients have loaded the battle assets (6/25/2013 8:24:54)
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In 2vs2 the battle sometimes starts with three people. My theory on why it happens sometimes is because one of the clients didn't load all of the assets in time (battle failed to start msg) I know the server can't detect how fast the client is loading the battle assets, but can't it be coded to where the client sends a message to the server when it has loaded the assets? And when the server receives that message from all users it can start the battle. This way if a client takes to long to send the message to the server, the server can replace that user with someone else and send that user the battle failed to start message. What I mean by battle assets All of the characters in the rooms: armor, weapons The battle back ground map All of those I believe must be loaded in a set interval or the client will receive the battle failed to start message [and be kicked out of the room, which in a 2v2 match results in 2vs1 match(not jugg)] Feel free to post any thoughts
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