What to expect (and not to expect) of OR Multiplayer Phase 1

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  • jjtang
    Senior Member
    • Nov 1999
    • 200
    • .

    #1

    What to expect (and not to expect) of OR Multiplayer Phase 1

    We plan to have MP in the upcoming release, so we think it is better to have some information on what we have and have not achieved.

    1. Server and Client: any one can start a server and tell other people to join in (by giving them the IP and port number). However, you may need to know a bit of port forwarding if you are hiding behind a router. Client can join the session at any time, and can choose to leave at any time. A stand alone code running on Linux and Windows server (aimed as public server) has been developed and will be released later.

    2. Player limits: no pre-set limit of how many players, it all depends on the connection and server computer. As you have seen in the screen shots, we tested it with 4 instances.

    3. Route limits: no limit on which route to run. We only tested it on the default routes (and a limit number of others, such as Surf Liner), so it may not load your route (hopefully not the case). Client joining should know which route the server plays, and choose it accordingly, otherwise will be kicked out.

    4. Trains: any train should be fine. However, make sure others have the .eng, .s etc. of your trains. There is no in-game checking, so missing trains will be missing. The game can tolerate that to an extend.

    5. Paths: we expect the server to have the path you choose, so signals can be correctly set. Otherwise, your train may always have red signals.

    6. Dispatcher: we have an overview map (called dispatcher viewer) showing all trains (player-controlled, static, AI), as well as track lines (with switches and signales) and siding/platforms. We have not added controls in, so sorry you cannot throw switch using this window (yet).

    7. In-game communication: no such thing implemented, please use other tools to communicate (like teamspeak, skype, etc.)

    8. Train moving: trains are moved in all players' screen, locations are updated every 2 seconds. During two updates, trains move using a predicted speed. So you may see remote trains suddenly move back/forward a bit as the system tries to synchronize. We tested it using a server in China and clients in America, and found this scheme works reasonably well. Just do not panic when you see trains jumped.

    9. AI: yes, AIs are included if the server starts with an activity. Clients join with their own trains. We have not added the capability to allow a user choose to control an AI train.

    10. Signals and Switches: the server has absolute power so all clients will see the same signals (synchronized every 10 seconds). Players can throw switch and hit tab to request permission, as done in the single mode. However, you may still see unnecessary red signals, so use the dispatcher viewer window to judge if you want to proceed. Also, as switch is synchronized, trains may still have a very small chance not be displayed correctly if they happen to cross switches.

    11. Coupling/uncoupling: trains can be coupled and uncoupled, even between player trains. Again, coupling is decided by the server, so make sure you move the train slowly before coupling to ensure server has the correct position of your train. When two players coupled, the one moves during the coupling will be declared controller, the other will be helper. We have not added the functions to allow them control trains separately, so once coupled, the helper loose the control. You can press shift-E to become the controller. You may see weird things if you couple and decouple the same trains many times; to avoid this, make sure the train is stopped before uncouple.

    12. Events: you can see other players turn on lights, raise/drop pantos, horn, bell, wipe. However, you will not see the light cone of other players as in OR only one train has the cone.

    13. Watch others: you can click Alt-9 to see other trains (include other players). If that train is far away, your screen may turn blank for a while as OR is trying to grab the files from your disk. Also, you can only see your own cab. Controlling other trains have not been included, although we have tested it with positive news. Hopefully it will be in the later version. Hit Alt-9 again you will see the next train (in term of distance to you). You can hit 9 to go back to your own train.

    14. Status: brief information about how many players and how far they are from you is displayed on the left side of the screen. Hit F5 several times if you do not see that information.

    15. Security: no check, so run it at your own risk :-) The code itself checks the incoming message to see if it fits the defined protocol, and rejects it if not. The code is written in C#, and it is open source, so very difficult to prevent someone who wants to play bad. However, as there is no system calls, no money involved, no password exchanged, the risk of being hacked is relatively small. The best practice is to change port every time you start the server, or only invite your friend to join.

    16. Connection speed: we only tested it with broadband, so we do not know the performance on low-speed connection. The server send train locations (only moving trains) every 1 second, and switch/signal information every 10 seconds, hopefully the bandwidth requirement is small.

    So, we have achieved a lot, but there are missing things and bugs for sure, but hopefully it can allow you try MP and decide if you like the experience.

    Before starting the implementation, the OR team had a debate on what are the usefulness of MP, and when it is fun. Well, after 9 months of coding and testing, we may be the most experienced train sim multiplayers in the world, and our words are "it can be addictive".
    Last edited by jjtang; 07-13-2012, 10:44.
  • csantucci
    Senior Member
    • Nov 1999
    • 856
    • Torino, Italy.

    #2
    Wow, that's an incredible surprise! By "upcoming release" you mean the release longiron said it is "getting very close", that is the first one that will be published?
    sigpic

    Comment

    • jjtang
      Senior Member
      • Nov 1999
      • 200
      • .

      #3
      Originally posted by csantucci
      Wow, that's an incredible surprise! By "upcoming release" you mean the release longiron said it is "getting very close", that is the first one that will be published?
      Yes. Please check the screen shots: https://www.trainsim.com/vbts/showth...r-Screen-Shots

      Comment

      • csantucci
        Senior Member
        • Nov 1999
        • 856
        • Torino, Italy.

        #4
        That's wonderful! I can't wait for it! I really appreciate your efforts.

        Carlo
        sigpic

        Comment

        • okanaganrailfan
          Senior Member
          • Sep 2006
          • 177
          • Vernon, BC, Canada

          #5
          This is great stuff guys. Multiplayer has been on my wish list for ages.
          David
          www.bclw.ca

          Comment

          • Train-a-Mania
            1500 Post Veteran
            • Jun 2008
            • 1830
            • General

            #6
            This will be interesting to try out. Thank you for your work on it.
            Nick - Creator of the Virtual Railroading Review Show
            sigpic

            Comment

            • smiljacc18
              Senior Member
              • Aug 2008
              • 329

              #7
              This "overview map (called dispatcher viewer)" sounds really interesting,can you please make this available in the normal single player mode offline also?It would be great to see where you actually are on the route map in game at times.

              Comment

              • csantucci
                Senior Member
                • Nov 1999
                • 856
                • Torino, Italy.

                #8
                Are there specific hardware/software requirements for the server?

                Carlo
                sigpic

                Comment

                • jjtang
                  Senior Member
                  • Nov 1999
                  • 200
                  • .

                  #9
                  One of the computer we used to develop and test is about 5 years old, running XP. When it acts as a server and work with one client, it can achieve combined FPS of 40 or more. So I think the requirement of hardware is not that high, so long as you can get 30 FPS using OR single player mode. We are not sure about the connection speed requirement: we always test it using broad bound (wired or wireless) at home.

                  Comment

                  • haverfordwest
                    5500 Post Veteran


                    • May 2010
                    • 5541
                    • Johnston, S.W.WALES
                    • Run8

                    #10
                    Well i'll go to China, what a shock. Not something i am interested in (MP), but good on you for getting it up and running.
                    Yma O Hyd

                    Comment

                    • seagoon
                      5000 Post Veteran

                      • Jun 2001
                      • 5161
                      • Yamba, N.S.WALES, Australia

                      #11
                      Originally posted by haverfordwest
                      Well i'll go to China, what a shock. Not something i am interested in (MP), but good on you for getting it up and running.
                      Similar reaction here.
                      MP holds little interest for me but congrats to the team for moving into it but not at the expense of losing AI functionality (I assume).

                      BK
                      IBM XT i386; 512Kb RAM; 5.25" FDD; 1.4Mb FDD; 5Mb HDD; VGA 256-colour graphics card; AdLib soundcard; DR DOS 6.0; Windows 3.0

                      Comment

                      • conductorchris
                        2500 Post Veteran

                        • Mar 2010
                        • 2905
                        • Vermont
                        • General

                        #12
                        I am impressed.

                        Now if we could get broadband internet where I live we'd be onto something . . .

                        Comment

                        • haverfordwest
                          5500 Post Veteran


                          • May 2010
                          • 5541
                          • Johnston, S.W.WALES
                          • Run8

                          #13
                          Originally posted by conductorchris
                          I am impressed.

                          Now if we could get broadband internet where I live we'd be onto something . . .
                          I haven't a clue sorry what Vermont is like.

                          But i am surprised to hear you do not have any sort of broadband access.

                          I live in the far rural South West of Wales and we have had BB in this small village for 11 years now.
                          Yma O Hyd

                          Comment

                          • csantucci
                            Senior Member
                            • Nov 1999
                            • 856
                            • Torino, Italy.

                            #14
                            -
                            Originally posted by jjtang
                            11. Coupling/uncoupling: trains can be coupled and uncoupled, even between player trains. Again, coupling is decided by the server, so make sure you move the train slowly before coupling to ensure server has the correct position of your train. When two players coupled, the one moves during the coupling will be declared controller, the other will be helper. We have not added the functions to allow them control trains separately, so once coupled, the helper loose the control. You can press shift-E to become the controller. You may see weird things if you couple and decouple the same trains many times; to avoid this, make sure the train is stopped before uncouple.
                            If after the coupling you uncouple the helper from the rest of the train, does it return controllable as a player train?
                            - If a player abandons the game (voluntarily or because the connection breaks down), what happens with his train on the server? Does it disappear? Does it become driverless and continue running dangerously (if without deadman control)? Does it stop? Can it be picked up by a new player?
                            - When a player decides to enter the game he selects a path and a consist. How about a timetable? Are timetables managed and how?
                            - What about interactions between AI trains and player trains? Can they couple/uncouple together?
                            - Can signal state be manually changed by the player managing the server, providing for priorities among trains? (I assume answer is no at the moment).

                            Thanks in advance for answers.

                            Carlo
                            Last edited by csantucci; 07-14-2012, 01:46.
                            sigpic

                            Comment

                            • mikephfl
                              Senior Member
                              • Jul 2004
                              • 524
                              • Clearwater, FL

                              #15
                              MP is great. I hope other issues such as signals and horn sounds have been completed as well. Great job guys! I'm axiously awaiting the next release. A route I'm building has crappy FPS in MSTS but great in OR. I just need a horn and I'm in OR for good.

                              Thanks for all your hard work, OR Team!!
                              Mike
                              Proud Supporter of OR
                              Creator of YardMaster
                              "Thanks for using YardMaster"

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