Praxiiz
Sorceror
I'm building a system that allows the client maps to be altered while the game is running. The major obstacles in the client are out of the way now and I am starting to look at how to implement the system on the server end.
It occurred to me today that if a server using the system had to rollback a world save for some reason, I need a way to synchronize the maps to that world save. Does anyone have a guess on how big of a performance hit the world save would take if I simply made a copy of the current maps / statics files and backed them up along with the world save?
Also, should I only send out client updates when a client enters part of the map where there is a change, or should I send out all changes to all the clients when the changes are made? Should I synchronize the clients when they connect or try to transfer it in the background?
It occurred to me today that if a server using the system had to rollback a world save for some reason, I need a way to synchronize the maps to that world save. Does anyone have a guess on how big of a performance hit the world save would take if I simply made a copy of the current maps / statics files and backed them up along with the world save?
Also, should I only send out client updates when a client enters part of the map where there is a change, or should I send out all changes to all the clients when the changes are made? Should I synchronize the clients when they connect or try to transfer it in the background?