I'm posting into the forum because I don't know if this is a bug.
I just played a network game with three other people. (Runtimejoin was enabled) During the game another guy wanted to join. (I think I read somewhere that runtimejoin is broken) So nothing new, it didn't work. But then it said in the log: "savegame created: xyz". The game also paused while he tried to join. Is this planned to get fixed soon?
PS: I didn't find such a savegame on my computer.
I just played a network game with three other people. (Runtimejoin was enabled) During the game another guy wanted to join. (I think I read somewhere that runtimejoin is broken) So nothing new, it didn't work. But then it said in the log: "savegame created: xyz". The game also paused while he tried to join. Is this planned to get fixed soon?
PS: I didn't find such a savegame on my computer.
The idea of the runtime join: Save the current state, resume the game, send the state to the new client, let the client resume that state, let the client catch up with the 'master' game state, everything in sync.
Now, there are plans to fix that. (Not as radical ones as mine, which says throw out runtime join.) Linux offers a neat function that allows you to duplicate a process without copying the memory until it is written to. One process could do the savegame and exit, the other could continue to run with little or no impact. While that solution sounds clean and easy, it's probably not.
Now, there are plans to fix that. (Not as radical ones as mine, which says throw out runtime join.) Linux offers a neat function that allows you to duplicate a process without copying the memory until it is written to. One process could do the savegame and exit, the other could continue to run with little or no impact. While that solution sounds clean and easy, it's probably not.
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