Disconnection Handling.

Just now I was playing my first game on Ironclad Online, having recently bought the game. It was going well and I was having a good time, when out of the blue my internet disconnects. So after about 30 seconds it's back up again, but I find that there is no way for me to rejoin or resume the game I was in!

Now ... I hear that in 1.1 there will be new multiplayer technologies or something ... will the game be able to handle scenarios like this?? It would be very nice :)
3,822 views 2 replies
Reply #1 Top

Since SINS is P2P (which means everyone runs the entire simulation locally and the HOST only SYNCs all players together) I can assume the answer to your question to be "no".

The new optional netcode for version 1.1 isn't there to change the overall structure but rather make the game's netcode more "NAT-forgiving" (if I can invent a way to describe it :) )

the Monk
Reply #2 Top
If the host only syncs players together ... could it not also keep track of what players/ICO accounts are in the game ... and when the player tries to rejoin, see that the account was in the game 5 minutes or less ago or something? As far as I know you can't see games in progress on ICO... maybe that could also be changed?

How does the host keep the computers in sync? Could it not just update the rejoining computer with the latest gamestate information?

I don't know anything about p2p or networking, I just play games lol, so just asking :)