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  3. Could RTT be used to broadcast player-authoritative movement periodically?

Could RTT be used to broadcast player-authoritative movement periodically?

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  • K Offline
    K Offline
    kuabs
    wrote on last edited by
    #1

    Most of what I'm seeing related to RTT use-cases is chat, which is great, but the idea is it should also be able to be used for events. If we had a grid-level, and wanted players to be able to broadcast their position (not sensitive, so client authoritative is fine), would this be a potential use-case for it? Or is the idea that it would become too expensive what's really stopping its use-cases beyond just chat? Referencing this price calculation post here https://help.getbraincloud.com/en/articles/2500416-how-does-rtt-pricing-work . Maybe it would get quite expensive if many players were broadcasting their position to each other, since this example only assumes 5 people receiving the msg.

    I guess really it depends on a number of factors, ie how often you broadcast that info as well. Basically a serverless solution for client-authoritative movement (the rest of the game is server/cloud script authoritative via cloud scripts) would be nice to give the players a feeling of community. Not having to set up server infrastructure of use relay servers would simplify architecture, only concern would be cost.

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    • J Offline
      J Offline
      JasonL
      bitHeads
      wrote on last edited by
      #2

      You could also consider using the brainCloud relay server's SendToAll() function in this situation.

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      • Paul WinterhalderP Offline
        Paul WinterhalderP Offline
        Paul Winterhalder
        brainCloudAdmin
        wrote on last edited by
        #3

        Hi Kuabs,

        I guess the first question is "how periodically is periodically?". And how many players are you expecting to have concurrently?

        Certainly brainCloud does offer global chat channels - that could be used to broadcast coordinates to everyone who is online [listening to the chat channel].

        It certainly is an interesting use case.

        Paul.

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        • K kuabs

          Most of what I'm seeing related to RTT use-cases is chat, which is great, but the idea is it should also be able to be used for events. If we had a grid-level, and wanted players to be able to broadcast their position (not sensitive, so client authoritative is fine), would this be a potential use-case for it? Or is the idea that it would become too expensive what's really stopping its use-cases beyond just chat? Referencing this price calculation post here https://help.getbraincloud.com/en/articles/2500416-how-does-rtt-pricing-work . Maybe it would get quite expensive if many players were broadcasting their position to each other, since this example only assumes 5 people receiving the msg.

          I guess really it depends on a number of factors, ie how often you broadcast that info as well. Basically a serverless solution for client-authoritative movement (the rest of the game is server/cloud script authoritative via cloud scripts) would be nice to give the players a feeling of community. Not having to set up server infrastructure of use relay servers would simplify architecture, only concern would be cost.

          P Offline
          P Offline
          Panagiotis Milios
          wrote on last edited by Panagiotis Milios
          #4

          @kuabs A few things to keep in mind when using RTT:

          • There's a 2 KB max message size to broadcast to a channel.

          • RTT closes the connection after a couple of hours. The usual scenario that i've noticed is that it shuts down after 2 hours in the first session and upon reconnect sometimes it shutted down after 1 hour. So you'll need to have a fallback mechanism to handle that.

          • RTT has more latency involved than a fully fledged server solution so it wouldn't work for anything fast paced.

          • Api calls count depend on how many players are listening. Don't do that in a global channel where you might have thousands of players listening. Perhaps it's a feasible solution in a channel with <=100 players but it still depends on how often you broadcast it and you should keep in mind that for every broadcast in that case it will count as ~2 API calls.

          In my opinion, this use-case is probably only viable in time-based games where player actions take minutes or hours or turn based games and even then you'll still have to combine it with cloud code.

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          • Paul WinterhalderP Offline
            Paul WinterhalderP Offline
            Paul Winterhalder
            brainCloudAdmin
            wrote on last edited by
            #5

            All very good points @Panagiotis-Milios !

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