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Latency is the worst enemy of every multiplayer game programming team. And, even worse, there s no solution for this problem. It s not a bug; it s a fact of life, so you must learn and code to live with it. Because you never know for sure how much time it will take to receive the next message, you can use some tricks to distract players while they wait. For example, say your game is a strategy game such as the Age of Empires series, where the player can give orders to game characters. However, the character will move only after the client machine receives confirmation from the host that the command has been received. You can make your characters say something ( Yes, master! would suffice, although it s very innovative) just after the command is issued, so the player has the impression that the result is immediate, although it really will start (hopefully) a number of milliseconds later. You can use this same idea with animations instead of sounds. The game character can start a little animation, such as making an okay sign with his hand or moving his head around as if looking for a way to start the command. This kind of trick is effective.

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Another thing you can do when facing extra-long waiting times for the next message is let your program continue the action based on the last input, maybe at a lower rate. For example, if you know the speed and the direction of the other players starships in a space battle game, you can suppose that they are still moving in the same direction, and move their spaceships a little following this supposition. However, as soon as the new message arrives, you must check and correct the other players positions. This can be a challenge, even for experienced programmers, and can lead to problems in the game, such as a spaceship appearing to jump from one place to another. You can solve this with a smoothing trick, by adjusting the position in more than one game cycle, but this technique will add extra complexity to your game. The important thing about latency is that while it will probably always be a problem, players didn t, don t, and won t ever accept latency in games. Few things are worse for a player than receiving a pop-up window with a message such as waiting for the answer from the host. So, your team will need to spend some hours addressing this topic at the game project stage, if you are planning to do a serious multiplayer game.

public interface BurlapUserAccountService extends Remote { public List<String> listUserNames() throws RemoteException; } Listing 9-18 shows the wrapping service implementation. Again, this corresponds exactly to the Hessian wrapper created for the same reason in Listing 9-12.

Note XNA provides a way to simulate latency. You can easily test your program in real conditions, with

public class BurlapUserAccountServiceImpl implements BurlapUserAccountService { private UserAccountService service; public List<String> listUserNames() { final List<UserAccount> list = service.listUsers(); final List<String> names = new ArrayList<String>(); for( final UserAccount account : list ) { names.add(account.getAccountName()); } return names; } @Required public void setUserAccountService(final UserAccountService service) { this.service = service; } }

NetworkSession.SimulatedLatency. You can also simulate a percentage of message loss between computers, another common problem, with NetworkSession.SimulatedPacketLoss. You won t use these commands in this chapter, but they may be very useful for testing your own network games.

Listing 9-19 shows the configuration of the user account bean from Listing 9-18 and the Burlap exporter.

 

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