Replication issues with packet loss
We are have a multiplayer game which seems to suffer a lot initially when a player is joining a game. When testing locally we have no issues, but we found out that when we simulate packet loss even just 5% the whole initialization of our game seems to get stuck.
Our guess is that the initial data we store (about 20kb of data in arrays of structs) gets send in chunks and if one chunk fails it sends the whole thing over again resulting in a sort of infinite loop preventing the game from correctly initializing on the client even though he sees the other players already moving. Is this guess correct? I am trying to prevent rewriting our whole setup and finally coming to the conclusion it still isn't solved :) Also suggestions on how to prevent this issue are appreciated!
Thanks in advance!
asked Jan 03 '17 at 05:06 PM in C++ Programming
I decided just to go with my initial suspicions and it seems that the described situation is now solved by creating a smaller data format then before which results in correct replication in case of high packet loss situations.
We got the same problem, and waiting for the fix: https://answers.unrealengine.com/questions/515898/network-serialization-is-sensible-to-packet-corrup.html
answered Jan 17 '17 at 08:30 PM
Follow this question
Once you sign in you will be able to subscribe for any updates here