Elite:Dangerous - Systems Architecture

The friend matching is supposed to work across game servers, so you shouldn't *have* to be on the same IP when you login in. Not sure how it works whether it finds you and moves you around, or whether whilst making p2p islands the game servers in question talk to each other. No idea.

You do a very simple database query against a central server (no p2p) and check if people from your friend list are flagged as "online", if they are the p2p match-making kicks in and tries to join the instance with probably the most of your friends are in and that has free slots available.
 
why choosing P2P as the method of choice if "the opposite is true". Will it organically scale in the long run?

It scales very well in terms of number of concurrent instances, but scales poorly in terms of individual instance size. In practical terms that means its optimized for supporting the maximum total number of online players with minimal resource usage of FD servers at the expense of how many of those players can see each other when online. Thats the fundamental design tradeoff that FD have made.
 
Seems to me that with their current network model it will be impossible to prevent game-breaking amounts of cheating.

Is each player authoritative as far as their own position/actions?
If so there are tons of ways to cheat. Most simply by moving around at 10x speed or warping.
If not, then who is? There is no server simulation running, after all.

How does the financial/material outcome of an encounter propagate to the main servers?
Player 1 says he mined 9 gazillion unobtainium ore. No one else was there to witness it, guess he did then?
Player 1 says he killed Player 2 and got away, Player 2 says he killed player 1 and got away... server flips coin?
 
this is like the discussion of the 11 secret herbs and spices that go into KFC , its up to you to guess how :D

This thread is older than these videos, which show that the "guesses" were not too far removed from reality (OK I got the SQL flavour wrong ;-) ):

https://www.youtube.com/watch?v=EvJPyjmfdz0

https://www.youtube.com/watch?v=7II4Q0jXeIs

Also there have been dev posts since and Dav himself in the 2.1 launch stream confirming the P2P bubble/instance technology, which is player rather location centric and core to understanding how ED works.
 
Is each player authoritative as far as their own position/actions?
If so there are tons of ways to cheat. Most simply by moving around at 10x speed or warping.
If not, then who is? There is no server simulation running, after all.

How does the financial/material outcome of an encounter propagate to the main servers?
Player 1 says he mined 9 gazillion unobtainium ore. No one else was there to witness it, guess he did then?
Player 1 says he killed Player 2 and got away, Player 2 says he killed player 1 and got away... server flips coin?
1) yes
2) speedhack not currently (its pointless anyway)

3) server recieves transaction details. If the values doesnt match with internal DB (lets say you wanna sell 1 biowaster for 1bilion.. server says lolnope, you may see transaction proceeding and getting said amount, but after relogging you´ll be on original value), also its easily detectable.
4) cargo hold is the limit. You can max basically tell the server you mined something and refined it into something with 99% success.
5) only depends on moment when 1 or 2 acutally dies, while his ship blowing up, his client sends a "death notice" to the server and after that he is consorided killed by the server. But if he disconnect before that happens, he isn´t consorided that by the server, and after logging back, he is in state before engaging the fight.
 
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