Quote:
Originally Posted by tstdmy
A lot of the older games used P2P during a race. Using Underground 2 in LAN mode as an example, once players joined a lobby and started the first race, the "server" could go away, but that group of players could continue to race, return to the lobby after the race completed, the host could select a new track, and begin another race with all of the players in a lobby, being able to run a series of races without any server involvement.
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Underground2 have embedded server inside the client, so the client is the server, there is a server involvement.
Quote:
Originally Posted by tstdmy
World could have worked in a similar manner, but EA chose to require a server handshake on every powerup used rather than catching up on these post race, perhaps to make it harder to use powerup hacks.
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Nfs World was 100% online, there is no point in making a embedded server inside the client, too many problems with routes, latency, package loss to handle, central udp server was the best way to do that.
Udp races have nothing to do with these "handshakes".
Quote:
Originally Posted by tstdmy
This is why powerup response was sometimes delayed (or completely lost) back when World was running online. Even if powerups are not used, it seems that there was still some server handshaking going on during a race,
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Indeed, attempt to avoid hacks and compute -1 powerup inside database.
Quote:
Originally Posted by tstdmy
but I don't know what those other server handshakes are used for.
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The name
handshake is used to the first connection, powerups packets are just validation.
Handshake is just like cli to server:
cli -> Hi server
srv-> Hi client
cli -> can we talk?
srv -> sure, what language?
cli-> english
srv -> ok, credentials?
cli-> username joe, password secret
srv -> ok, handshake done.
We still need udp hackers to help us with the udp server project, nothing to do with the "handshakes".