Dark Saber:Hi,
Sending/Receiving data is an operation that takes place per player rather than per machine. What strategy do you advise in case there are several players on each end?
For example, say 4 players on 2 consoles (A and B on one end, C and D on the other end). Their positions need to be kept in sync.
On, say, first console, it's easy to loop on local players (A and B) to collect their position, but who would you send that data to? C or D only? Both of them? Will the framework optimize the bandwidth usage in this case? How would you handle the duplicated data on the receiving end?
Your help will be appreciated,
Thanks!
It's entirely up to you. Notice that there is are broadcast and a target-specific overloads. If you broadcast a players status, it'll go to everyone in the session,
but it'll only go over the wire once per machine. So from a bandwidth perspective, it doesn't matter. This allows each client to go through their player and broadcast general status, and then separately process that status to update the game (the local player updates essentially looping back to the same client).