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Old 05-20-2007, 08:35 PM
Tyhm Tyhm is offline
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It seems to me that the server already is pretty good at handling intra-player dataflow. And that players are already pretty good at passing data and crunching numbers. And that network traffic is an inevitability.
As it stands:

Clientside (no lag, no security):
Player A enters the room of the Bomy Lord. (proc: P.A)
Player A calculates the Bomy Lord. (proc: P.A)
Player A reacts to the Bomy Lord. (proc: P.A)
Repeat.

Serverside (high lag, high security):
Player A enters the room of the Bomy Lord. (proc: P.A)
Player A contacts server. (network: P.A->server)
Server calculates the Bomy Lord. (proc: server)
Server contacts Player A. (network: server->P.A)
Player A reacts to the Bomy Lord. (proc: P.A)
Repeat.

Propsal: (low(er) lag (than serverside), high(er) security (than clientside))
Player A enters the room of the Bomy Lord. (proc: P.A)
Player A contacts server. (network: P.A->server)
Server reroutes connection to Player B (an insignificant network&processor load)
Player B calculates the Bomy Lord. (proc: P.B)
Player B contacts server (network: P.B->server)
Server reroutes connection to Player A (an insignificant network&processor load)
Player A reacts to the Bomy Lord. (proc: P.A)
Repeat.

I'll grant it only works if the server takes drastically less energy and time rerouting connections than processing and responding, and it requires a certain Battle.Net-like faith in the other guys' processors, but it beats what we're doing.
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