FreeTrainSimulator
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Multiplayer Refactoring
Multiplayer needs a serious refactoring to become maintainable and future/feature proof, also in conjunction with MP Server. There is no code or documentation for standalone MP server hence difficult to understand behavior other than watching live communication protocol in action. MP client code has a bunch of issues which are deliberately dealt with from server, so either a refactoring would have to follow/recreate the same issues, or (preferably) a redesign of protocol. The latter would cause compatibility issues with other OR clients though.
Hi there!
This is my first comment at GitHub site. Some comments about the multiplayer part: (In short, I note that the Open Rails Multiplayer mode has been tried out with the official stable versions 1.3.1.4328, 1.4, 1.5, 1.5.1, as well as with the NewYearMG (rev. 136.1) by Csantucci, so the following statements are made by me and my friends)
- Some micro lag is noticeable, but this probably depends on the Internet speed of the participants. It is primarily noticeable during deceleration and acceleration.
- The function layouts and setting layouts of the concept control window are difficult to see and easy to adjust.
- Confirmation information about the signal image issued by the traffic controller is often not received, or very late. NYMG does the question with much more speed and accuracy.
- There is a problem with the track setting, because sometimes the program refuses to execute the transfer command issued to the switch for the third time.
- It happens that the track path set by the traffic controller is automatically changed by the program.
- If the traffic controller/his assistant sets the signal image of the signal free, it does not necessarily correspond to the current situation and returns the signal image to the player in accordance with signal linking.
- Updating the status of markers: by default, the loaded route is set to be 3-4 km long, and will remain so as long as it is not broken. However, the signal image of the markers ensuring free passage is not in sync with this.
- Separately animated axes only work on the player's train. For other players, the animation is not visible, the vehicle actually slides in terms of appearance. (Primarily steam locomotives)
- If there are 3 players within a short distance, the game tends to freeze.
Plus note: The multiplayer mode was tested using the Ngrok server because T-sim dedicate servers was horrible instable.
In my opinion, we think this/these should definitely be rethought in order to make any version of Open Rails - in this case Ultimate - a full-fledged, well-functioning multiplayer feature.
Sincerely, KS44 from Hungary
this is great input helping to be used when starting to improve the multiplayer part! Given resource constraints, there is no work in progress at the moment, but any contribution is welcome!
Work in progress. There is a whole new multiplayer implementation now in progress. By no longer keeping backwards compatibility, a number of limitations and bugs from legacy could be removed, and more features being added going forward.