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Map Discovery is Persistent between Installed #377
The biggest concern for me is the save/load burden, followed distantly by network traffic burden. I also need to consider the time required to implement.
Are these outweighed by the benefit to the players? How many players use multiple computers?
Zane, I apologize for the delay. That is an excellent point, data size is small but relative to the current bandwidth, it's a significant jump. Of course the other piece is the number of users, is the server set to limit to a certain number of clients, and is the server load balancing with others? Thoughts on if the data is written just when a person logs off, where the map refresh happens twice, on log in (to update from the server) and then log off to write back? Would need to consider disconnects too, and possibly writing back the map data on map changes throughout the session. all and all may not be worth it, if a user uninstalls the game and re-installs (say for an update, etc..) are the maps lost?…
On Sat, Apr 27, 2019 at 10:00 AM Zane Wagner ***@***.***> wrote: Data: - Each automap is 800 bytes. There are 34 maps. That's about 27kb. - The average save size of a single player mobile is currently about 300 bytes. - The client is responsible for updating the automap, not the server. Thoughts: - Would this increase the load on the server when serializing/deserializing the data during world save/load? 27kb doesn't sound like a lot, but it would increase the total save size by 90x. - Would this increase the total network traffic? It would be an additional single packet of 804 bytes each way for each map. That's a significant packet but not out of line with regards to the size of a SmsgUpdateMobiles packet on entering a crowded map. - Would this allow the player to cheat by manipulating their automap data in memory? Probably not, and do I really care if people are cheating their automaps?? The biggest concern for me is the save/load burden, followed distantly by network traffic burden. I also need to consider the time required to implement. Are these outweighed by the benefit to the players? How many players use multiple computers? — You are receiving this because you authored the thread. Reply to this email directly, view it on GitHub <#377 (comment)>, or mute the thread <https://github.com/notifications/unsubscribe-auth/AL5P7HZGACKGNZ4AGXPPEH3PSRTCPANCNFSM4HIZPWGA> .