If I'm launching the peer to peer server/client and client from an internet matchmaking service, do I need to make sure the server/client launches first?
If so, how is the best way I make sure the client will connect to the proper session? What happen if the client connects to the server's IP address before the server's game loads up?
There's obviously no way I Can ensure this in wdl, since the multiplayer connection must be made prior to the game running. Any Ideas on how I ensure the server is up before the client?
Maybe when I use a server/client, meaning a player whose machine is also acting as server? In that case I always have to ensure that the server is started before.
But I guess that situation is not covered good enough by A5, as we have to limit the fps on the server to narrow down bandwidth usage to an acceptable amount. Who likes to play with 20fps if he could have 80 or more?