ACMI during online session: recording the tape on server or on client?
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Hello to all,
we have a discussing in our squadron what is better, to record an ACMI on the server itself or on the client.
My opinion and a bunch of wild guessing there: it’s better to record it on the server. Last time starting into 3D world i switched to satelite view and hit F to record a tape. Reviewing it afterwards i didn’t see any problems watching the different flights. Watching one from another online session recorded from a flight far away i see sometimes strange movements of planes. Is that because of recording on the server itself has better position updates from the single flights?
Does recording an ACMI use much power CPU wise?
When a client records, does this raise the level of network traffic to get the position updates from other flights or ground units which is not the case if the server makes a tape?
Is it a (bubble) problem when the position of the dummy serverflight is far away from the battlefield?
Thats it for the first time, thx in advance for infos!
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Haven´t seen any issues while recording on host and client, but there is one thing to consider. IF the host shuts down the game while the client is still importing the acmi, the tape will crash and will be corrupted and lost.
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And what happens in the server who is sitting in his jet dies or crashes? Same as leaving?
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And what happens in the server who is sitting in his jet dies or crashes? Same as leaving?
I guess nothing because even if the server flight will be destroyed the server stays in 3D and just waits for “End mission”.
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Host can leave 3D, that´s not a problem…but if he closes the game before client has imported …than acmi is “trash” for client.
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What do you mean A.S? he can leave during the flight? But then u return to 2d calculation…
Anyway Dev’s said the server must stay on 3d during the whole flight. -
I wrote above what i mean.
Example:
- dogfight 1v1
- game over
- host goes out 3D first and import acmi (or not)
- meanwhile client import acmi too
- if now host closes game … acmi for client will crash
- if host wait till client acmi is ready… all is good and both have a working acmi.
do you need video too?
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What do you mean A.S? he can leave during the flight? But then u return to 2d calculation…
Anyway Dev’s said the server must stay on 3d during the whole flight.What A.S is saying is for client to completely finish importing the ACMI the host needs to be connected to him till the Client is finished. Either 2d or 3d. what your thinking is a completely different thing which has to do with running a stable server, i hope this clears some confusion on your side.
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In our case no one of the Clients would make a tape, only one big that is made by the host. Because he is the one who eners 3D first and leaves last. So he would be the only one racording the whole Thing.
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The confusion was not on my side… The way A.S wrote it created the confusion. “Host can leave 3D after the mission ends, that’s not a problem for ACMI recording from clients.”
with red my addition so that ppl wouldn’t think otherwise… I know we talk about ACMI mainly but ppl could say…see they say the host can leave 3d without creating a problem in general for the mission.
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When a client records, does this raise the level of network traffic to get the position updates from other flights or ground units which is not the case if the server makes a tape?
Shameless bump :mrgreen:
Maybe a dev may jump in and answer on this special case, thx in advance
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there is a new ACMI merge function in newer(last?) ver. of TacView program - with more tapes taken from different clients + hosting server tape, it is possible to get the most complete ACMI file IMO
As I can remember, we had MP missions with 20+ players during F4AF era - final ACMI file was sometimes ok, sometimes without missiles etc. It is bubble dependent as well IMO. -
I know this function.
But the question is, does making a tape on the client effect the bandwith between server and clients. I think the best tape would be made by the server because all data is going thru the host and therefore his tape contains all data.
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i dont know how 3D server works, but F4 world is a bubble world….IMHO ACMI datas are deagregated data - and your spawned “server entity” is not “everywhere present” or “infinite bubble” entity - hence my note about merge function
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Indeed there is a Bubble world in F4. But the recording for the ACMI must work in an other way or i wouldn’t see other Flights way out of my bubble on the tape.
My suspicion: if a client records a tape he is collection additional data via P2P from the other clients and therefore produces more load on the connections. A workaround for that may be to record it on the server. And thats my question to the devs: does it work this way or is it working in an other way and recording on the client won’t strain the P2P connection between the clients.
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Lukas, good info! I wish Tacview had “bubble detect” function to ignore units created/destroyed to not spam the log on agg/deagg. The merge feature is super smart.
ACMI recording should not strain connection. It only listens to what data is normally present and doesn’t demand any extra. I think.
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Reaper good point on server doing the acmi recording but this would increase clients upload demand which is where most users have problems.
Also Frederfs point is good, tacview programmer could add this option. Maybe post it in tacview thread to get him informed? -
Reaper good point on server doing the acmi recording but this would increase clients upload demand which is where most users have problems.
Also Frederfs point is good, tacview programmer could add this option. Maybe post it in tacview thread to get him informed?Maybe, but we need developer info before someone can make a correct statement about how ACMI recording strains the online connection. Before that all is just wild guessing.
+1 about that Tacview thingie. Thought about the same some weeks ago