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Track player win/loss state on the server. #14686

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pchote opened this Issue Jan 7, 2018 · 1 comment

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pchote commented Jan 7, 2018

Server-side replay saving and stat tracking both require the server to know when a player wins or loses the game. This information is currently generated from the client-side world state.

Requiring servers to simulate the game state is an option, but a bad one.

The most feasible option will be to implement a new type of network packet (like sync, but not forwarded to other clients) that contains the player id, result (win/loss) and the tick that the result occurred. After the server forwards the orders for frame N it can check the results from frame N - OrderLatency and then force a desync if all clients don't agree. Disconnect results can be set directly from the serverside.

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ghost Feb 3, 2018

Related to #13308

ghost commented Feb 3, 2018

Related to #13308

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