BackBlast Playtest · public · first seen
Oh yeah, I also completely redid the networking for the game. It's hard to summarize exactly what I did because networking is complicated.
I'm also not sure if what I did will even improve anything. But theoretically it should, you know?
Anyways, after some observations of some weird latency, and sudden position changes that seemed to happen on everyone's screen, I deduced there is definitely and issue that has been long-standing, but been made worse by the increasing complexity of the game.
How these sudden position snaps should work, is if a player has a world state that differs enough from the others, it asks the others for their world states, and gets the one that the most people agree on, and changes to match them. However, EVERYONE was having this happen even when their world states seemed to agree, which means something wonky was happening. After a lot of looking around in the code, I found two possible causes.
The way a restore (when a player gets the correct world state from other players and fixes themselves) worked, after it fixed itself, it would quickly end up getting off-track again due to how it was implemented. This should be fixed now.
There were some issues where when a restore happened, your CURRENT input would be discarded, which uh, is bad. So I made it stop happening.
Double Tap screwed up everything when it went off. That one was fun to fix...
General improvements have been made.
So yeah! Let me know how the netplay feels...
| Depot | New manifest | Previous manifest |
|---|---|---|
| 5443812 | 4662396048004707446 | 2542174779958953619 |
| 5443813 | 3596026587176375151 | 2950789099149144659 |