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global:network [2021/03/17 22:54] Mistermind [Setup] |
global:network [2024/01/02 22:51] Mistermind |
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===== Network Options ===== | ===== Network Options ===== | ||
- | **UFE 2** comes with a completely revision of its core physics and network mechanics. The second iteration allows you to run online matches in a smooth lag-free environment thanks to its native //rollback mechanics// (similar to [[https:// | + | UFE 2 comes with a completely revision of its core physics and network mechanics. The second iteration allows you to run online matches in a smooth lag-free environment thanks to its native //rollback mechanics// (similar to [[https:// |
The new network options also comes with its own client/ | The new network options also comes with its own client/ | ||
- | For a detail instruction | + | For detailed instructions |
+ | ---- | ||
- | {{ :global:global_netcode.png? | + | {{ :global:global_networkoptions.png |}} |
---- | ---- | ||
==== Setup ==== | ==== Setup ==== | ||
- | You need **UFE 2 Standard/ | + | You need **UFE 2 Standard/ |
1- Sign up for free at [[https:// | 1- Sign up for free at [[https:// | ||
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{{ : | {{ : | ||
- | 3 - Double click on '' | + | 3 - Now, extract the files at '' |
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---- | ---- | ||
- | ==== LAN Games ==== | + | ==== Particle Control |
- | **Network Port:** Set which Network port should the game use to connect between the clients in the local network. If you are testing your game using '' | + | **Control Spawned Particles:** When toggled, UFE will search for possible particle effects coming from a spawned |
- | **Lan Discovery Port:** The port used in the network to search | + | **Sync Random Seed:** Override |
- | **Lan Discovery Broadcast Interval:** The interval for the host to broadcast its signal. | + | **Override Simulated Speed:** Override |
- | + | ||
- | **Lan Discovery Search Interval:** The interval for the broadcast | + | |
- | + | ||
- | **Lan Discovery Search Timeout:** How long before it stops searching. | + | |
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**Allow Rollbacks: | **Allow Rollbacks: | ||
- | |||
- | **Track UFE Variables: | ||
**Max Fast-Forward Per Frame:** When using rollback, depending on the distance between packages sent, how many frames can your game recover from. The more frames, the more CPU power it needs. | **Max Fast-Forward Per Frame:** When using rollback, depending on the distance between packages sent, how many frames can your game recover from. The more frames, the more CPU power it needs. | ||
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* // | * // | ||
* // | * // | ||
+ | |||
+ | **Track UFE Variables (disabled): | ||
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**Apply Frame Delay Offline:** Makes it so every game (including CPU matches and Training Mode) are always running with the '' | **Apply Frame Delay Offline:** Makes it so every game (including CPU matches and Training Mode) are always running with the '' | ||
+ | |||
+ | |||
+ | ---- | ||
+ | ==== Synchronization Test ==== | ||
+ | |||
+ | If you are making modifications to the source code, specially the core files, there is a chance you could cause an accidental desynchronization. Don't worry, UFE offers plenty of tools for you to try detecting what went wrong. | ||
+ | |||
+ | **Set Host As AI:** When toggled, while testing online matches, the person who //hosts// the game will have its inputs overwritten by AI controls. | ||
+ | |||
+ | **Set Client As AI:** When toggled, while testing online matches, the person who //joins// the game will have its inputs overwritten by AI controls. | ||
+ | |||
+ | **Desync Action:** If the game desyncs, what should happen? | ||
+ | * Disabled: Nothing happens, the game continues differently for both players. | ||
+ | * Playback Tool: The game pauses on both players and the replay tool is enabled. You will see 2 recording states: One that shows what the player saw and one that shows what happened after the rollback was applied (standard gameplay). Use this tool to compare and detect what could have gone wrong. You can also generate data logs to better identify the problem. For more information check out this [[https:// | ||
+ | * Disconnect: If the game desyncs, both players are disconnected from the match. | ||
+ | |||
+ | **Float Desync Threshold: | ||
+ | |||
+ | **Log Sync Messages (Console): | ||
+ | |||
+ | **Record Post-Rollback Frames:** If toggled, UFE will record a second set of frames with the post-rollback process allowing you to see what happened in between rollback frames in the recording. | ||
+ | |||
+ | **Generate Variable Log:** If toggled, UFE will generate a variable log that you can compare between the 2 clients. | ||
+ | |||
+ | **Exported File Path:** The path the variable log above will be created. | ||
+ | |||
+ | **Recording Buffer:** How many frames should be recorded for comparing. | ||
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* Make sure you have no ' | * Make sure you have no ' | ||
+ | |||
+ | ---- | ||
+ | ====== Video Tutorial ====== | ||
+ | {{youtube> | ||
+ | {{youtube> | ||
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