On Thu, Sep 26, 2002 at 02:31:04PM -0700, Dan Hollis wrote: > On Thu, 26 Sep 2002, Steve Freeland wrote: > > On Thu, Sep 26, 2002 at 01:33:49PM -0700, Dan Hollis wrote: > > Not necessarily. If the protocol is designed correctly, it can > > guard against desync as effectively as a client-master system. Did you > > think the desync you were getting with NeoGeo games was due to a flaw > > in the protocol? I'm 99% certain that the netmame 0.5 protocol will > > *not* allow desync (input desync at least, behaviour not depedant on > > input is of course a whole other story) irrespective of network > > conditions. > > actually we got lots of total xmame lockups with the netmame 0.5 protocol, > but with the new one we wrote we don't get *any*. > Hmmm. Well, I don't know what would have caused that, but I'm willing to bet it was an implementation bug rather than a flaw in the protocol design. I still think it would be a mistake to go back to a client/server protocol, but I guess we'll have to agree to disagree on this. Ah well, nothing like having something to prove to get the code flowing!
-- Steve Freeland [EMAIL PROTECTED] _______________________________________________ Xmame mailing list [EMAIL PROTECTED] http://toybox.twisted.org.uk/mailman/listinfo/xmame