I noticed that in this days the connection is slow caused of a lot of people that are connected.
To solve this problem why don't you use pear to pear communications?
In this way in every game:
1) When the game start server send all informations to clients and to each cliend send also the IP address of the other clients
2) When someone move something in own client it sends the move information to all client are connected for the game
3) Every 1 minutes (or less) clients send to the server a "backup" of the game, in this way if every client lost connection and they will connect again they don't lose the entire game
4) When only one client reconnect again, the server sents the IP of other client and they share own informations to synchronize the game of the client reconnected
Ok I explained everything with few words and the mechanism can be improve a lot, but it is just an idea of what I mean when I say "use pear to pear". I know this type of communication maybe is more difficult and can cause a few delay but in the most of board game it isn't necessary a perfect timing.
This isn't a suggestion but a question, why don't you use it to solve server overload? Because you think is too difficult or also for other reasons?
Thanks in advance
To solve this problem why don't you use pear to pear communications?
In this way in every game:
1) When the game start server send all informations to clients and to each cliend send also the IP address of the other clients
2) When someone move something in own client it sends the move information to all client are connected for the game
3) Every 1 minutes (or less) clients send to the server a "backup" of the game, in this way if every client lost connection and they will connect again they don't lose the entire game
4) When only one client reconnect again, the server sents the IP of other client and they share own informations to synchronize the game of the client reconnected
Ok I explained everything with few words and the mechanism can be improve a lot, but it is just an idea of what I mean when I say "use pear to pear". I know this type of communication maybe is more difficult and can cause a few delay but in the most of board game it isn't necessary a perfect timing.
This isn't a suggestion but a question, why don't you use it to solve server overload? Because you think is too difficult or also for other reasons?
Thanks in advance