Hi,
Tnet looks just the ticket but I have a couple of questions first please if it is no problem. I've read all 9 pages of the tnet forum a few times but may have missed a couple of things.
1. In halo, when the actual server host drops, the game pauses and starts up a new server, then continues from that point for everyone. I know TNet does this for the host, but I do not know if it also does it for the server (so new players can join the game in progress). Please clarify...
2. I cannot see in the documentation a situation like the following:
- mike joins the channel on john's server and plays. mike knows his own instantiated object, and therefore controls it. John updates an instantiated copy his side with positions but performs no logic.
- mike spawns a couple of ai drones which are under mikes control but mike's mobile phone battery died. Can we have john delete mike but take over the ai for the drones (not delete the drones)?
If it's possible, please explain in code, how it's done and I'll purchase Tnet later tonight. Thanks! The goal for me is to be able to have anyone create servers and host them, but have others dynamically continue the server seamlessly, even if the original server went down. This is distinct from just hosting a channel with the server somewhere else afaik... unless I misunderstood and Tnet does this but a "server" is just for matchmaking?
If the server is just for matchmaking, what happens in condition 1 above - can a new player still discover a game in progress if the buck was passed? These are really the only reasons I'd consider Tnet over photon or unity's networking as I don't need many players, but I need a game that continues to play in difficult situations with players still able to join a game in progress.