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Map Discovery is Persistent between Installed #377

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rbodor opened this issue Apr 26, 2019 · 2 comments

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commented Apr 26, 2019

Ability for map discovery to be stored server side, allowing status to follow account vs device

@ZaneDubya ZaneDubya added the Question label Apr 27, 2019

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commented Apr 27, 2019

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?

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commented Apr 29, 2019

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