[Feature Request] Savestate during online

Features request: Savestate during online: -------Desync-------- So if we got desync, then server doing savestate (manually) and sends (special key) it to client, and client and server are loading a savestate.

Server —savestate----> Client Load command---------> Load delay 0.1+ping–>Load delay 0.1 (example)

Reconnects during online: -------Disconnected-------- So if we got a disconnect, then server will wait new player for connect (by pressing special key?). When new client (or same client) will connect to server, then:

Server —savestate----> Client Load command---------> Load delay 0.1+ping–>Load delay 0.1

And I found bug with MAME at netplay. Just impossible to play, because we got a desync immediately, also 1st player took a second player’s control.

PS Your emulator is best =) because I can play with friend (which have 175 ping, 20 kb/s speed).

Yeah, having a force-resync would be nice. AFAIK, though, only maister really knew the netcode very well, and he’s not around much anymore. I can mention it to him next time I see him, though.

Re: MAME desyncing, yeah, that’s not too surprising. FBA usually works better, if it supports the game you’re wanting to play.

MAME shouldnt work at all since that core doesn’t support serialization. I think that was fixes (as in make sure it’s disabled) after 1.0.0.2

I discussed a force resync with master and yeah it’s a good idea but some save states are huge so it could be a bit daunting to use.

Mame isnt work yet?

And about savestates, I think that is available to enable save/load in netplay by removing checkings. But now I have 2 questions:

  1. How I cant give commands to save/load to client?
  2. What about synchronization, if I can give commands to save/load to client? And 100 ms it is enough for it? or 60? or less or more?

Hey. So what about resync feature? Sometime internet lost connection and game lost. I see that spectate mode sends savestates for client, so what about it in usually netplay?

It’s something we’ve talked about and I think someone (ctult?) was planning to work on it but I don’t know if that ever went anywhere.

Well, I think would be enough to add feature to start netplay with choosed savestate (from server). Server send savestate to client and it will start after. I see a sending null savestate in code.