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Multiplayer improvements

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Multiplayer improvements 16/07/2020 at 16:32 #129651
manadude2
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175 posts
Seeing as we now log into the Loader to run simulations, would it make sense to also link this to multiplayer sessions.

This could bring a host of improvements, one of which I think has been needed for a loooong time to combat trolls and vandals: blacklisting.

This could either be global, or host specific, but a host could blacklist a user and that user would then not be able to join their games. Global blacklist could be moderated by SimSig staff for persistent/obvious vandals or trolls.

Other improvements could include usernames in the chatbox. I'm sure there are others that could be though of.

Last edited: 16/07/2020 at 16:33 by manadude2
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Multiplayer improvements 16/07/2020 at 18:16 #129656
jc92
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3081 posts
If I don't want someone to join my game I can just decline their connection, bearing in mind their official Simsig username linked to their licence now displays as well as the 4 character ID, so you can't just change your user ID to hide who you are.
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The following users said thank you: ajax103, manadude2, Trainfan344
Multiplayer improvements 16/07/2020 at 18:36 #129660
Hap
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468 posts
And on the other way, users need not feel obliged to join a session where they haven't enjoyed that hosts' previous session(s).

"Trolls and Vandals" will eventually get bored by not getting a reaction.

Thankfully Simsig doesn't have a massive issue with this. Not saying that it doesn't happen, but it is few and far between.

There is an option to make your game listing private under the GAME TYPE drop down when setting up your game listing, this will allow only those who subscribe to you to see the game listing and no one else. When someone subscribes to your games on the website you have to option to accept/decline it anyway.

HAP
Last edited: 16/07/2020 at 18:37 by Hap
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Multiplayer improvements 16/07/2020 at 20:34 #129663
manadude2
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175 posts
jc92 in post 129656 said:
If I don't want someone to join my game I can just decline their connection, bearing in mind their official Simsig username linked to their licence now displays as well as the 4 character ID, so you can't just change your user ID to hide who you are.
I wasn't aware of this, thank you!

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Multiplayer improvements 16/07/2020 at 20:41 #129666
Trainfan344
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226 posts
Would it be possible to make hosting a Multiplayer session easier? Right now with Port Forwarding etc it becomes a bit of a faff to try and figure out.
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Multiplayer improvements 16/07/2020 at 21:53 #129672
swiftaw
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122 posts
The only way for it to be easier would be if the hosting computer was directly connected to the users modem, rather than sitting behind a wifi/router. If there is only one device connected to the modem then all ports go to that device and there is no need for port-forwarding.

Simsig has no ability to remove the need for port-forwarding because that is entirely a consequence of the host's set up, and not due to Simsig. (It would be like asking my friend who works at Barclays HQ if he could remove his extension so that when I dialed the main number it went straight to him).

The good news is you should only have to ever set up port-forwarding once on your router, and it will work for all future postings, as long as you keep the port the same).

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Multiplayer improvements 16/07/2020 at 23:09 #129678
postal
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4354 posts
swiftaw in post 129672 said:
The good news is you should only have to ever set up port-forwarding once on your router, and it will work for all future postings, as long as you keep the port the same).
. . . and the router doesn't dynamically reassign the internal IP of the computer you want to connect. Among other things this could happen if your router is re-booted manually or maybe following something like a power outage.

“In life, there is always someone out there, who won’t like you, for whatever reason, don’t let the insecurities in their lives affect yours.” – Rashida Rowe
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Multiplayer improvements 16/07/2020 at 23:13 #129680
headshot119
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3753 posts
postal in post 129678 said:
swiftaw in post 129672 said:
The good news is you should only have to ever set up port-forwarding once on your router, and it will work for all future postings, as long as you keep the port the same).
. . . and the router doesn't dynamically reassign the internal IP of the computer you want to connect. Among other things this could happen if your router is re-booted manually or maybe following something like a power outage.
If you do port forwarding properly then you'd assign a static internal IP address to your local machine. This alleviates any such issue.

Port forwarding to machines using DHCP is a nightmare.

"As the last track dropped, and the route became free, came the cry BROMLEY " - Opinions are my own and not those of my employer
Last edited: 16/07/2020 at 23:15 by headshot119
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Multiplayer improvements 16/07/2020 at 23:22 #129681
postal
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4354 posts
headshot119 in post 129680 said:
[quote=postal;post=129678][quote=swiftaw;post=129672]If you do port forwarding properly then you'd assign a static internal IP address to your local machine. This alleviates any such issue.

Port forwarding to machines using DHCP is a nightmare.
Although if people are finding the whole port forwarding business challenging setting a static IP is another layer of complexity to add to their problems!

“In life, there is always someone out there, who won’t like you, for whatever reason, don’t let the insecurities in their lives affect yours.” – Rashida Rowe
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Multiplayer improvements 16/07/2020 at 23:54 #129688
swiftaw
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122 posts
headshot119 in post 129680 said:
postal in post 129678 said:
swiftaw in post 129672 said:
The good news is you should only have to ever set up port-forwarding once on your router, and it will work for all future postings, as long as you keep the port the same).
. . . and the router doesn't dynamically reassign the internal IP of the computer you want to connect. Among other things this could happen if your router is re-booted manually or maybe following something like a power outage.
If you do port forwarding properly then you'd assign a static internal IP address to your local machine. This alleviates any such issue.

Port forwarding to machines using DHCP is a nightmare.
Yeah, sorry, I was assuming that you set up the router to assign static local IPs because that's what I've always done.

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Multiplayer improvements 17/07/2020 at 08:29 #129690
Jan
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743 posts
swiftaw in post 129672 said:
The only way for it to be easier would be if the hosting computer was directly connected to the users modem, rather than sitting behind a wifi/router. If there is only one device connected to the modem then all ports go to that device and there is no need for port-forwarding.

Even then you might have to deal with a firewall, though at least if you're using the default Windows one that'll ask you automatically the first time you launch Simsig in server mode.

headshot119 in post 129680 said:
Port forwarding to machines using DHCP is a nightmare.
Unless your router is intelligent enough to associate your devices with their MAC address and therefore set up the port forwarding to correct IP regardless of how it's set (DHCP with a random IP, DHCP with a quasi-static IP, true static IP). Over here there's a popular brand of home routers (also used by some ISPs) that does just that, though from the responses here I gather that kind of thing is somewhat uncommon elsewhere?

swiftaw in post 129672 said:
Simsig has no ability to remove the need for port-forwarding because that is entirely a consequence of the host's set up, and not due to Simsig.
Technically Geoff could extend Simsig's networking protocol and offer a central relay server whose purpose would be connecting users to each other. E.g. the host connects to the relay server (which from the point of view of the router looks like a client contacting a server and therefore doesn't pose any NAT problems, even though in Simsig terms it's the host who is the real server) and then everybody else connects to the host via the relay server. How much effort programming and setting that kind of thing up would be and whether it'd be economically viable without some sort of possible extra charge is a different question, though...

Two million people attempt to use Birmingham's magnificent rail network every year, with just over a million of them managing to get further than Smethwick.
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Multiplayer improvements 17/07/2020 at 11:12 #129698
clive
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2134 posts
There would be a noticeable lag compared with direct connections. The SimSig protocol is tiny compared with, say, video or even audio, so traffic levels aren't likely to be an issue.

If anything, I'd suggest that Geoff and I look at modifying the protocol and loader to allow both sides to be the client in TCP/IP terms, running through a server, and leave it to anyone to decide whether to offer a server. [This isn't an offer at present, just a suggestion as to how it could be done.]

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Multiplayer improvements 17/07/2020 at 12:00 #129699
postal
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4354 posts
clive in post 129698 said:
If anything, I'd suggest that Geoff and I look at modifying the protocol and loader to allow both sides to be the client in TCP/IP terms, running through a server, and leave it to anyone to decide whether to offer a server. [This isn't an offer at present, just a suggestion as to how it could be done.]
There was a proof-of-concept trial in 2015 which appeared to work with earlier versions of the loader and licence manager. Discussed in this topic.

“In life, there is always someone out there, who won’t like you, for whatever reason, don’t let the insecurities in their lives affect yours.” – Rashida Rowe
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