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Ordered mode and channels support for RPC.

Open Malkverbena opened this issue 8 years ago • 6 comments

Could the ordered mode and channels support for rpc be implemented?

Malkverbena avatar Oct 19 '17 10:10 Malkverbena

That seems doable, I'll have a look into it as soon as I have some free time :+1:

Faless avatar Oct 20 '17 21:10 Faless

Hello again! Is there any possibility to add channels to RPC? I also would like to undestand better how it works. On the code, I'd track the networking from node till scenetree, after it things became confusing. I don't undestand how the packetpeer works. Is there any tutorial or online information explaning how it works internally? Could you give some tip of how networkingpeer works?

Regards!

Malkverbena avatar Mar 23 '18 22:03 Malkverbena

Hi there, I'm sorry, I had very little time to look into this issue lately and I'm actually largely rethinking how this should be achieved, especially after godotengine/godot/pull/17227 is finished and merged.

Faless avatar Mar 24 '18 17:03 Faless

Oh, A lot of changes. Is there any impediment to using the channels in the multiplayer APIs? It's a very useful resource, especially when you expect several connections.

Malkverbena avatar Mar 24 '18 21:03 Malkverbena

Is there any impediment to using the channels in the multiplayer APIs?

No, it should actually make things easier, as I won't have to reimplement all the code but just override few methods.

Faless avatar Mar 25 '18 16:03 Faless

Is there any plan to implement channels in the RPC method? Imagine handle several worlds with several peers in each world. Having channels available to handle such kind of server is very lacking. This feature certainly would bring Godot closer to the term 'massive multiplayer'.

Malkverbena avatar Mar 25 '18 22:03 Malkverbena