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MFC serializing over socket

Started by Leshrak Apr 25, 2004 at 10:45 PM 0 replies 350+ views
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Leshrak
Leshrak
Well, I''m working on a game for my senior project, and we just got movement and collision detection working(week 3 in programming.) and we found an issue. We are using a client/server method for communication and are currently serializing classes over MFC sockets for our communication. At the moment we are having lag issues. We have no client side lag prediction or anything like that, the client draws everytime the server sends out a message saying it''s done sending information. The game is still playable in a lan environment (tested via ad-hoc wireless 802.11b, and over 10/100 ethernet router.) And is good enough for us to show, however if it doesn''t require a major redisign I was wondering if there was anyway to speed this up. Using the network monitor built into windows we only see a .5 network utilization, so I don''t believe it''s the amount of messages causing the problem. What I''m currently thinking is that using tcp is giving us issues made very apparent by us only drawing when the server tells us to. Is there anyway to serialize over a udp socket? Is there another library we could use with similar functionality (we are serializing classes all inherited from a base class which has a virtual handle() function we call on all incoming messages). I''m tired, we''ve been working hard on this, school, and work and I''m not too familiar with our network code but any suggestions would be very greatly appreciated. And while it may make me a bit glum to hear that we''re just not going to get that smooth netcode serializing object over socket''s it would give a nudge to design up some lag prediciton to make it less apparent. Thanks in advance, Lesh

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