After more players join, the operation mechanism is the same. It can be seen that this mechanism does not mention the game experience of players, at least it has completed the task of synchronizing data archives between different player hosts. There will be no loopholes such as copy loss, which is qualified in function. p>
Nintendo is known for making games with high-quality experiences, but the current multiplayer online experience obviously cannot satisfy everyone, even if such a design may be the result of the right and left of the engineers of the game development team. But is it possible for us to design an online mechanism that satisfies the above basic functions and takes into account the game experience of players as much as possible? p>
Let ’s try to directly solve the pain points of current players. p>
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Can I omit the “welcome / sale farewell ceremony” when players enter and leave the island: strong> As mentioned earlier, this time is not just It is used to load the data of the target island, and it is also used to synchronize and store the data between players. If it is cancelled or shortened, it may affect the successful synchronization of the data, especially for the online environment where the network environment is harsh. especially important. p>
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However, when a player enters the island, the player on the island will display “It seems that someone has come to play”. After this short waiting period, the player on the island will save it at the same time. Theoretically, the data synchronization between players has been completed at this moment, and the period of time after waiting for the new players to load the data should be omitted. p>
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If the other players can play the game normally after saving, the new players need to have a period of time to load the island data. After this period of time, they need to synchronize the other players during this period. data. If some players are still on the island and still loading the island data, there are new players applying for the island, etc., which is a series of new problems. p>
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Is it possible to avoid “blasting islands”: strong> When a player accidentally disconnects, in order to prevent data from being out of sync, all players may return to the last archive point in the current online mechanism. Is the only option. p>
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But maybe we can try to reduce the player’s losses as much as possible, such as how to turn on the automatic timing archive? It sounds like a simple and easy way, but a little thought will make it clear that this has the same problem as the previously mentioned why players have a farewell ceremony when entering and leaving the island: Archives need to be synchronized strong>. p>
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It takes a period of synchronization and prevents players from generating any data modification behavior during this period. Simply put, if there is a regular automatic archive, the players on the island may be interrupted from time to time and paused, waiting for all players to save and complete before continuing the activity. It cannot be done in stand-alone mode as automatic archiving will not affect the game. p>
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Looking further, if the save interval is set short, pauses from time to time will greatly affect the fluency of the game. After a long interval, the loss and frustration after the “blasting island” will increase again. p>
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Try online game-style online mode p>
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Since the usual master-slave mode of online games does not cause this problem, can the online mechanism of Dongsen also have aA public server to handle the content on the island, become a master-slave? In theory, this is feasible, but it is not practical. The core root cause is that Animal Forest is not a real online game, and you do n’t have to be online before playing. Strong> p>
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Try to imagine what will happen with this model. When the island owner opened the door of the island, the data on the island was uploaded to the official server, and the server was ready to provide public online services. p>
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The island owner also logged into his own island as one of the users, and all the data generated by the interaction was saved on the server. It is the same for other players to log in to the island, enter and exit the island at any time, and save it after synchronizing with the server when leaving the island. There is no longer a synchronization problem between players. Everything looks so beautiful. p>
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So what if someone goes offline? There seems to be no problem, right? The answer is no. Some players are offline. Although there is no direct impact on other players, there is a local archive on the offline player’s host. This means that the archive is not synchronized with the server. p>
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So in order to synchronize the data, the player must connect to this island again, and then leave normally after synchronizing the data. Until then, offline stand-alone games are not allowed. p>
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More troublesome, if the island owner wants to close the door after a player drops, does the island end the service on the server? What should the players who have been offline before do they have to wait for the opponent to go online before they can end? These problems make this model unrealistic, not to mention how much pressure this online model puts on the server, and it will not be a good choice for cost reasons. p>
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Conclusion p>
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Because of “Assembly!” “Animal Friends” is an inherent property of a stand-alone game with local archives, and it needs to face various challenges in multiplayer connection. I hope this article can give you a simple answer to all the inconveniences of the current online mode. Behind these seemingly imperfect models may be the compromise and helplessness of engineers and developers. p>
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Finally, since I do n’t know the actual operation mechanism and details of the Dyson network connection, the above principle is based on the assumptions about the characteristics displayed during the operation of the game and related knowledge. If there are errors, please advise. p>
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