Game network programming synchronizing graphs - network-programming

I am trying to develop a computer game. I want this game to be multiplayer playable. The game is an arcade space shooter
I plan to run the game at server level and then send updates at the clients. The problem that I am facing is object creation. Let's say if a player shots, the shots themselves are new objects. These will need to be created.
In my game I have a hierarchical structure and the shots themselves will be part of this structure. It will be something like a tree. The problem that I have is identifying objects on the clients and server.
How can I make sure that when the client receives some update then it will update the right objects?
What about new object creation. In my case the scene graph is traversed and each object is updated once it gets updates from the server. But updates which creates new object violates this principle. How should I handle them?
Also, I can't really get updates for the entire scene. I would only need to update specific objects that are visible to the player. What should I do with the rest of the objects that aren't visible? What will happen when they become visible? How can I track when objects become visible to a player?

How can I make sure that when the client receives some update then it
will update the right objects?
You can give an unique id to each object server creates. You might want to create a super Object class containing id and let all other game object classes inherit from it. Or, you can have a map to link between id and object. Or, you can mix them. To get an unique id, server can have a global 'nextID' as int and simply assign to a new object and increase it for next one.
But updates which creates new object violates this principle.
I don't really understand the principle you are talking about but if you are worried about editing your scene graph (or game object list) while traversing it, you can put the newly created objects into another list and just insert the new ones after traversing is done. They will start getting updated from next update. (You should consider how you will remove an object too)
What should I do with the rest of the objects that aren't visible?
What will happen when they become visible?
Well, you are the one who should figure it out because it really depends on your game system. My suggestion is that try to skip their updates and see what problems appear and fix them.
How can I track when objects become visible to a player?
Also, several ways to handle this. Server can detect everything for clients and send only visible object info for each client. Or, each client can detect them and send a request to server for starting to update visible ones. Or, it could be mixed way.
Try server-driven one first and see if server can perform it with maximum number of clients.To use client-driven one, remember each client still needs to update all object location regardless of their visibility but send a request for AI updates for only visible ones.
Again, there are many ways to handle this kind of problems and it really depends on your game system requirements. That's why it's hard to answer your question without knowing your game system well enough. Try to investigate how other similar multiplayer games are designed from some books or google. Good luck!

Related

Is it possible to create a local file to store data?

I'm currently using the dataAPI to keep the dataitems synchronized between handheld and wearable.
Still I want to make sure that every data is stored and there is no data lost in the process.
I'm currently reading GPS parameters when the wear is not connected to the handheld and when they connect, they sync the dataitems.
How reliable is DataAPI?
Is my idea of creating a local file doubling my effort?
How can I create a local file on my wear device and then access it?
Syncing data using DataApi is reliable and I recommend using that; if you come across a scenario that sync is not happening reliably, that should be considered a bug and needs to be reported as such. One issue that folks run into is that they create the same data item and they don't get the onDataChanged() callback but that is by design, if the very same data is being added multiple times, there is no change, hence no callback triggers.
Another factor you might want to consider is whether the data you create on one node is for consumption by all other nodes or only a targeted one; DataApi syncs data across all connected nodes so if I create a data item on watch1 and want to sync that with my phone and if there is a watch2 in the picture as well, watch2 also gets the same data.
If you end up using the DataApi, I strongly recommend to make sure to put in place a policy that removes the data once it is synced and consumed otherwise data will be accumulated with no supervision and you'll finally run out of space.
To answer your questions:
I don't know how reliable it effectively is, but we had problems where data updates didn't trigger the appropriate listeners on the watch side. So I'm not sure. Maybe someone has an official statement for this?
I think it depends on the amount of data you want to store. So I suggest you first become clear about the amount and then choose the format. Keep in mind that there is also the possibility to store data in the Shared Preferences.
These guys here tried to save an image on the watch, but that makes no difference wheter it is an image file or text or whatever file.

The best way to handle erratic data on iOS

I am working on an application where I have a connection to a database. The database contains from 300MB to 4GB worth of data as each customer has their own database. My issue that I am having is in gathering the data, because of the potential database size, just downloading and storing the information locally isn't possible. The data can get quite complex and can vary. For an example:
A customer has a Job and they want to search for that job from the app.
I then fetch a list of jobs matching the search criteria.
The customer sees the job they want to view and I start the gathering process.
This job can potentially touch many tables, sometimes repeatedly..
There is the jobs table, a relational table to map to a person. Then there is another table that contains non-customer relational information, then there are calendar events associated to the job, which in tun can associate different people. Then there are emails attached to the job, which in turn can bring in additional people and events.
So I have a working model that gathers all of this information. The problem I have is that I cannot figure out a great method of signaling to my view that the data is completely downloaded. My initial thought was to use the NotificationCenter to message when the certain parts of the task were finished, allowing the core Job object to notify the view when everything was complete.
I know this is a pretty generalized question, but I'm honestly stumped as to how to take an unknown number of table results and translate that into a notice that my app can actually use.
My initial recommendation would be Core Data. It's designed for this kind of problem. No, I'm not saying to download the entire database into Core Data. I'm saying to use Core Data to manage your object model, because that's what it's good at.
As you receive data from the server, compose it into NSManagedObjects and stick them in the data store. On the UI side, create an NSFetchedResultsController to keep you informed as the data updates asynchronously. You don't necessarily need to persist this store. You could just keep it in memory and throw it away whenever you're done with the query, but keeping it on disk could be a nice caching solution. Again, don't think of Core Data as "a local database." Think of it as a model persistence engine that you can query for objects.
One advantage of this model is that you can provide the best available data to the user as it becomes available. But say you really don't want to get the information until it's all available. That's fine, too. Just let the network side keep updating its context, and then only save it when everything's complete. That way NSFetchedResultsController gets a single atomic update. The nice things with Core Data is that it has these concepts built in, so you can adjust your update strategy without requiring massive redesign.
The Notification Center will work great for this.
Post the notification at logical points in your data load to trigger a UI update for your users.

Passing object/NSData between iOS devices

I'm creating a game, turn based, and I was thinking of using Game Center to handle it, but the passed game-object is evidently max 64kb. Is there another way to pass objects between devices for this use, without having to create a database or storage-server as middle man? The game-object itself for me is probably a lot less than 64kb, but there are some initial variables I would like to send, such as images. With my calculations, the initial data for one game is about 500kb, but after getting those images once, the passed game object is just a couple of kb's, and are never going to include those images again.
Is there a way to send these images directly?
There are a few ways to get around the limit.
This answer mentions Alljoyn which would allow you to transfer that size of files.
You could also send them indirectly by transferring them to your own server, then passing a link to the file to the other player. For a turn based game, this would have good advantages of enhanced reliability as you could put in retries on error for both the upload to the server and the download to the device and control it yourself. I would recommend AFHTTPClient for this, also.
Is there another way to pass objects between devices for this use, without having to create a database or storage-server as middle man?
Without your own server, there isn't.

Optimal way of syncing Core Data with server-side data?

I have what I would presume is a very common situation, but as I'm new to iOS programming, I'm not sure of the optimal way to code it.
Synopsis:
I have data on a server which can be retrieved by the iPhone app via a REST service. On the server side, the data is objects with a foreign key (an integer id number).
I'm storing the data retrieved via REST in Core Data. The managed objects have an "objId" attribute so that I can uniquely identify the managed objects in the rest of my code.
My app must always reflect the server data.
On subsequent requests made to the server:
some objects may not be returned, they have been deleted on the server - in which case I need to delete the corresponding objects from Core Data - so that I'm reflecting the state of the server correctly.
some objects have attributes which have changed, therefore the corresponding managed objects need updating with the new data.
my solution - and question to you
To get things going in my app, I made the easiest solution of deleting all objects in Core Data, then adding all new objects in, created with the latest server side data.
I don't think this is the best way to approach it :) As I progress on with my app, I now want to link up my tableview with NSFetchedResultsController, and have realised that my approach of deleting everything and re-adding is not going to work any more.
What is the tried and trusted way of syncing Core Data with server side data?
Do I need to make a fetch request for each object id I get back from the server, and then update the object with the new data?
And then go through all of the objects in core data and see which ones have not been updated, and delete those?
Is that the best way to do it? It just seems a little expensive to do a fetch for each object in Core Data, that's all.
Pseudo code is fine for any answers :)
thanks in advance!
Well, consider your download. First, you should be doing this in a background thread (if not, there are lots of SO posts that talk about how to do that).
I would suggest that you implement what makes sense first, and then, after you can get valid performance data from running Instruments, consider performance optimization. Of course, use some common sense on "easy" performance stuff (your design can take care of the big ones easily enough).
Anyway, get your data from the online resource, and then, for each object fetched, use the "unique object id" to fetch the object from core data. You know there is only one object with that ID, so you can set fetchLimit to 1 on your fetch request. You can also configure your "object id" attribute to be an INDEX in the database. This way, you get the fastest search from the underlying database, and it knows to stop looking once it finds your one object. This should be pretty snappy.
Now you have your object. Change any attributes necessary. Save, rinse, and repeat.
Furthermore, for several reasons, you may want to know when objects were last updated. I'd suggest adding a timestamp to each object that gets changed with the current time every time an object is changed. This will also help in deleting objects. Since your online database does not tell you which objects are deleted, you must have some way to know that an item is "old and no longer needed."
An easy way to do this is to remember the time you started your update. After processing all objects from the download, you now have a way to find all the objects that were deleted from the online database. Basically, any object with a "last update" timestamp before the time you began the update should be removed (since they were not added or modified in the last update). You can also index the database on this field, which will make finding those objects faster - unless your database is huge, I'd wait to see what Instruments has to say about this one though.

What is the best way to code the XNA Game Server for FPS game?

I'm writing a FPS XNA game. It gonna be multiplayer so I came up with following:
I'm making two different assemblies — one for the game logic and the second for drawing it and the game irrelevant stuff (like rocket trails).
The type of the connection is client-server (not peer-to-peer), so every client at first connects to the server and then the game begins.
I'm completly decided to use XNA.Framework.Game class for the clients to run their game in window (or fullscreen) and the GameComponent/DrawableGameComponent classes to store the game objects and update&draw them on each frame.
Next, I want to get the answer to the question:
What should I do on the server side? I got few options:
Create my own Game class on the server, which will process all the game logic (only, no graphics). The reason why I am not using the standart Game class is when I call Game.Run() the white window appears and I cant figure out how to get rid of it.
Use somehow the original XNA's Game class, which is already has the GameComponent collection and Update event (60 times per second, just what I need).
UPDATE:
I got more questions:
First, what socket mode should I use? TCP or UDP? And how to actually let the client know that this packet is meant to be processed after that one?
Second, if I is going to use exacly GameComponent class for the game objects which is stored and processed on the server, how to make them to be drawn on the client? Inherit them (while they are combined to an assembly)? Something else?
First of all, your game logic should be on the server.. Not only does that prevent cheating, but it also garantees consistency, especially over random operations. The clients should only be sending their inputs to the server
I'd recommend your keep the server's window visible to make it a debug console, you'll need it, to know what your server is doing exactly.
For a FPS, UDP is recommended. You'll be sending a lot of data and you don't really care if your packets are all received or ordered. While the packets are not garanteed to arrive ordered, you don't really have to worry about it. Most of the time, they will arrive in order anyway. Let's say you send 60 frames per second to your clients and one of your packet arrives in the wrong order: Your client will have erroneous information for 1/60th of a second, which is barely visible.
Finally, you should send a serialized representation of your game state multiple times per second to your clients. They should be able to retrieve that information and draw it the same way as your server. You could even serialize your gamecomponent and send it if you think that's appropriate. It's really up to you to decide.
Hope this helps!

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