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It s a simple but important tip: having a specific thread dedicated to message sending and receiving, and another thread or threads to deal with the game physics and artificial intelligence gives you more flexibility to hide the latency and get the most from your hardware, be it PC or Xbox. Although it s beyond the scope of this book to talk about multithreading, you must keep this tip in mind if you plan to create more advanced games.
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Test, Test, Test!
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Multiplayer games have extra sources of errors, and sometimes the errors are harder to find and fix, so testing from the beginning is a real must. The first tests you must do are about message delivering and handling, to check if your code will behave accordingly if a network packet is lost or if it receives the packets in a different order than the order in which they were sent.
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s Note XNA allows you to choose if you want the framework to guarantee the reliability of the packets (so
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no message is ever lost), using the SendDataOptions.Reliable flag, and the packet order (so the messages always arrive in the same order they were sent), with SendDataOptions.InOrder. Although it might sound good to always have the messages arriving, and in order, setting both flags might lead to greater latency times, because the XNA Framework will do extra controls and eventually resend messages. The better approach is to create a game that doesn t rely on these features.
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Multiplayer game reliability is always a problem. Just imagine you have created a game that has an uptime of 99.9 percent. This means that your game can run, on the
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CHAPTER 5 s BASICS OF GAME NETWORKING
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average, for 23 hours and 59 minutes without crashing, having a minute out on each day. Sound good enough Well, if you have ten players in your game, in ten different machines, they will probably not crash at the same time. So, if you divide 24 hours by 10 you see that you might have a crash every 2 hours and 24 minutes. If your program is good enough, the other players can continue playing even if it s kind of frustrating when playing in a team to see a companion freezing or disappearing from the team. So, when coding your next network game, keep these figures in mind, and follow our tip: test, test, and test. And after that, test it all over again.
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Introducing XNA Networking
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XNA 2.0 offers a set of functions and components through the Microsoft.Xna.Framework. GamerServices and the Microsoft.Xna.Framework.Net namespaces, which enable the creation of multiplayer game hosts (that other players can connect to), handle the connections and message exchanging between players and the host, and include many extra features, such as native support for voice communications. In the next sections you ll create a simple class to illustrate the basic features needed to implement simple multiplayer games, so you ll be ready to explore these concepts further in the next chapter, and later on your own. Although coding a complete multiplayer game might be challenging, the basic steps are simple for creating a multiplayer host, where other players can connect. The game host can be a player, in a peer-to-peer game, or a server machine, if you are using the client/server approach. There are four steps to create a host: 1. Sign in a gamer (with a local or remote profile). 2. Create a session, establishing its properties, including available slots. 3. Wait for other players to join and be ready. 4. Change the session state to Game Started. Similarly, you can resume the creation of a game client in four simple steps, which are valid for both peer-to-peer and client/server games: 1. Sign in a gamer (with a local or remote profile). 2. Find any sessions with empty slots to join. 3. Join the session. 4. Change the player state to Ready.
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