id,summary,reporter,owner,description,type,status,priority,milestone,component,version,resolution,keywords,cc,i_links,o_links 266,Object Priorities,scheusso,scheusso,"== Outline == In order to reduce network traffic we do not synchronise every object on every (network-) tick. We only transfer a part of the objects based on their priority. Now we need an instance that provides per-client information about the importance of objects in the universe. == How to determine the priority == The priorities must be based on the following information: * Distance between the player and the object * Importance of the object (e.g. Asteroids don't change their rotationrate and velocity and can be precalculated well by the client) == Current status == There has already been a lot done here by chpeter: * the TrafficControl class processes a list of objects, sorts it and cuts it down to the desired size * this list afterwards gets processed by the gamestate and affects directly what gets sent to the client further things to do: * better integration into the rest of orxonox * considering of compression * communication of clients bandwidth [[Image(network.jpg)]]",enhancement,new,major,Version 0.2 Codename: Bellatrix,Network,,,,,,