Location synchronization of MMORPG games in skill battles

Source: Internet
Author: User

Here are two problems related to location synchronization in the development of the skill combat system.

(1)

In MMORPG games, for games with a variety of occupations, such as both near-attack and remote systems, planning usually involves close-to-attack occupations, coupled with charge-based skills, in order to balance the advantages of remote occupations in attack distance. The effect seen on the client is that the player plays the charge action while playing, then quickly approaches the target, and hurts the target. For the server, the difference between this skill and other skills is that the cast player also makes a position change while applying the method. In general, the server's processing process is to first check whether the charge line path is legal (with or without blocking) and other cast conditions. If yes, the client is notified that the method can be applied, at the same time, set the coordinates of the current player to the coordinates after the charge (the coordinates are brought up by the client ).

When the server mobile system checks the mobile data sent from the client, it needs to check whether the start point of the current move is the end point of the last move, that is, the line segment endpoint is valid, the target point reached by the charge is not included in the path stack information that was last moved. Therefore, when setting the charge position, the server skill system must first clear the original path stack information (such as calling the movestop interface ), in order to confirm that this charge is a brand new move.

 

(2)

When both players use the Charge skill at the same time (currently, the client adopts the first expression when doing the skill), a player (the target client of the charge) stops on the charge, the reason is that when the server broadcast skill is applied, there is no information with the active displacement of the target (when the client is dealing with the charge position, the client that uses the Charge skill knows the position where the charge arrives, therefore, there is no problem in its processing, and another target client of charge, because it does not know where the other party is going to rush to, the client selects a point on the charge path during processing, in this way, we can see that we are on the way to the charge. The solution is either to issue the target displacement information in the Protocol or to allow one player to charge at a time point in the planning rules, for example, chongfeng and dizzy debug;

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