JaggedSac said:
You are describing P2P. That is exactly how Live/Halo matchmaking works. Perhaps you are thinking we might be thinking distributed P2P with no single host box? This P2P that is being talked about is still using the client/server model. But there is no server involved, just a Peer that is handling all the other Peer's requests. |
Okay, I can't let this go.
In a peer-to-peer system, there are NO servers. Clients are updated AS they receive info from other clients, with no regard to synchronization via a server. There is no server, so EACH client is authoritative over its representation on remote machines.
There is NO server in a peer-to-peer model. Don't make me break out the Networking 101 dictionary on you, man. Get it right.
Ever play Bolo on a Mac? That's a good example of a peer-to-peer game. You can't have peer-to-peer and have a server. If it has a server, it's NOT peer-to-peer. The matchmaking is done peer-to-peer in games like CoD:MW2. The GAME is not.
Using "peer-to-peer" to describe CoD:MW or CoD:MW2 is a misnomer, and causes confusion in the discussion. The real difference between the two is that one allows anyone to set their machine as a host (MW), and the other (MW2) autoselects the host for best network performance, and to recover from the host dropping. The MW2 model IS better, for all but clan matches set up on machines with a lot of bandwidth -- and its mostly the clan folks... the dedicated players, who are the people that are complaining (of course).







