Re: Breaking matchmaking deadlocks
Richard Fabian <[email protected]> Fri, 9 Jul 2010 08:36:57 +0100
| Newsgroups | gmane.games.devel.sweng |
|---|---|
| Message-ID | <[email protected]> |
Solving the deadlock: Maybe you just need the doubly connected pair to keep playing a different game with each other until they decide who should be the host... A->B high roll game (d20)->13 B->A high roll game (d20)->13 ... ooh, same, play again A->B high roll game (d20)->5 B->A high roll game (d20)->20 (critical network hit ;) B wins, becomes the decider of who should be host and who should be client. I think this is simple, and effective. So what, if you have to go around five times before you make a decision, at least you can make a decision now. On 8 July 2010 03:50, Blair Holloway <[email protected]>wrote: > > Does anyone have any suggestions for how to break these "deadlocks"? > > Cheers, > > - Blair > > [1] > http://www.bungie.net/images/Inside/publications/presentations/gdc2008_butcher_chris_matchmaking.ppt > > _______________________________________________ > Sweng-Gamedev mailing list > [email protected] > http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com > > -- fabs(); Just because the world is full of people that think just like you, doesn't mean the other ones can't be right. _______________________________________________ Sweng-Gamedev mailing list [email protected] http://lists.midnightryder.com/listinfo.cgi/sweng-gamedev-midnightryder.com