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Host disconnection handling / Dedicated server spawn as a service

Discussion in 'Multiplayer' started by LotusBlack, Jun 9, 2015.

  1. LotusBlack

    LotusBlack

    Joined:
    Apr 9, 2015
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    35
    Hi Unities! :)

    I'm wondering whether you guys intend to implement in the near-future the "Master Client Switch" feature from Photon. Explaining: In Photon, if the "Host" (they call it Master Client), disconnects from a match, any of the other clients may pick-up the so-called "server-objects" and gameplay can resume seamlessly with not that many tweaks in your code, it really is a very nicely done feature if you plan ahead for it.

    That does not seem possible in the new Unet, or isn't very well documented if it is. Is it there? Have you thought about it?

    Also, in a semi-related note: Do you plan to implement dedicated server spawning as part of your Multiplayer cloud service, going beyond simple matchmaking perhaps?
     
    Baroni likes this.
  2. seanr

    seanr

    Unity Technologies

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    Sep 22, 2014
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    669
    It is a feature than we are planning on adding, but is not in the 5.1 release.
     
  3. LotusBlack

    LotusBlack

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    Apr 9, 2015
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    From the roadmap for 5.3 (emphasis mine):

    Networking: Host Migration

    Support for migrating the "host" of a network game to be one of the non-host clients when the host is disconnected or crashes. This should allow the game to continue with only a slight interruption for the other players.

    This will work with the network HLAPI for LAN games.

    Does that mean you plan on migration working ONLY for LAN games?
     
  4. mbouffard

    mbouffard

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    Jun 28, 2013
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    Can you answer this question, please?
     
  5. seanr

    seanr

    Unity Technologies

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    Sep 22, 2014
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    The initial alpha release of 5.3 will only support LAN games. Support for relay server games will be added in a later release.