ClientServerMAME v0.7c - 模擬器
By Necoo
at 2010-09-29T16:57
at 2010-09-29T16:57
Table of Contents
http://10ghost.blogspot.com/2010/09/clientservermame-07c-is-out.html
ClientServerMAME v0.7c is released. ClientServerMAME is a fork of MAME
(Multiple Arcade Machine Emulator) that allows players to play via the
internet.
ClientServerMAME v0.7c Changelog:
-The initial sync is now sent in chunks and a progress bar is included.
-Delta syncs are now sent over the course of time. This keeps the UDP stream
from getting clogged with large delta syncs
-Delta syncs are now transparently sent in the background. Instead of the
client waiting for a delta sync, the client performs a save state to memory
at the time where the sync should take place, then continues processing. When
the delta sync comes in from the server, the client compares the sync to its
snapshot and if they match, ignores it. If they don't match, the client goes
back in time, replaces its ram with the server's ram, and then fast forwards
to the present. This makes delta syncs almost unnoticeable
-Added the "secondsbetweensync" option to mame.ini. This option allows the
user to control how often to perform a sync. NOTE THAT THE CLIENTS AND SERVER
MUST HAVE EXACTLY THE SAME VALUE
-Added the "synctransferseconds" option. This controls the rate at which a
sync is sent to the client. Lower number means faster rates and less recovery
time from a sync, but result in increased network bandwidth and may cause
delays. NOTE THAT THE CLIENTS AND SERVER MUST HAVE EXACTLY THE SAME VALUE
-If the client performs a delta sync, it will fast forward without updating
the video to allow for rapid catch-up
-BUG FIX: The chat feature was broken for client, and only the server could
talk. This has been fixed (remember, press 'T' to start a chat)
-Press 'N' to hide the networking UI (ping and traffic statistics)
-BUG FIX: Server messages were getting overwritten by a memory overrun, this
has been fixed.
--
ClientServerMAME v0.7c is released. ClientServerMAME is a fork of MAME
(Multiple Arcade Machine Emulator) that allows players to play via the
internet.
ClientServerMAME v0.7c Changelog:
-The initial sync is now sent in chunks and a progress bar is included.
-Delta syncs are now sent over the course of time. This keeps the UDP stream
from getting clogged with large delta syncs
-Delta syncs are now transparently sent in the background. Instead of the
client waiting for a delta sync, the client performs a save state to memory
at the time where the sync should take place, then continues processing. When
the delta sync comes in from the server, the client compares the sync to its
snapshot and if they match, ignores it. If they don't match, the client goes
back in time, replaces its ram with the server's ram, and then fast forwards
to the present. This makes delta syncs almost unnoticeable
-Added the "secondsbetweensync" option to mame.ini. This option allows the
user to control how often to perform a sync. NOTE THAT THE CLIENTS AND SERVER
MUST HAVE EXACTLY THE SAME VALUE
-Added the "synctransferseconds" option. This controls the rate at which a
sync is sent to the client. Lower number means faster rates and less recovery
time from a sync, but result in increased network bandwidth and may cause
delays. NOTE THAT THE CLIENTS AND SERVER MUST HAVE EXACTLY THE SAME VALUE
-If the client performs a delta sync, it will fast forward without updating
the video to allow for rapid catch-up
-BUG FIX: The chat feature was broken for client, and only the server could
talk. This has been fixed (remember, press 'T' to start a chat)
-Press 'N' to hide the networking UI (ping and traffic statistics)
-BUG FIX: Server messages were getting overwritten by a memory overrun, this
has been fixed.
--
Tags:
模擬器
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