From d62eb8b637933dd0569780df3cb69360ec9e2ac1 Mon Sep 17 00:00:00 2001 From: Iaroslav Tymchenko Date: Tue, 23 Jul 2013 17:02:31 +0300 Subject: [PATCH] Fixed spelling in src/engine/docs/snapshots.txt --- src/engine/docs/snapshots.txt | 8 ++++---- 1 file changed, 4 insertions(+), 4 deletions(-) diff --git a/src/engine/docs/snapshots.txt b/src/engine/docs/snapshots.txt index adb84863d..46ee3105c 100644 --- a/src/engine/docs/snapshots.txt +++ b/src/engine/docs/snapshots.txt @@ -33,7 +33,7 @@ Section: In depth Topic: Compression -After a snapshot have been created, compression is applyed to reduce the bandwidth. There are several steps taken inorder to reduce the size of the size of the snapshot. +After a snapshot have been created, compression is applied to reduce the bandwidth. There are several steps taken in order to reduce the size of the snapshot. - *Delta*. The server looks in a clients backlog of snapshots to find a previous acked snapshot. It then compares the two snapshots and creates a delta snapshot containing the changes from the previous acked snapshot to the new one. - *Variable Integers*. The delta snapshot which is only consisting of 32-bit integers is then encoded into variable integers similar to UTF-8. Each byte has a bit that tells the decoder that it needs one more byte to decode the 32-bit integer. The first byte also contains a bit for telling the sign of the integer. @@ -48,11 +48,11 @@ After a snapshot have been created, compression is applyed to reduce the bandwid Topic: Interval -The interval for how often a client recives a snapshot changes during the course of the connection. There are three different snapshot rates. +The interval for how often a client receives a snapshot changes during the course of the connection. There are three different snapshot rates. -- *Init*. 5 snapshots per second. Used when a client is connecting and used until the client has acknowlaged a snapshot. This mechanism is used because the first snapshot because no delta compression can be done. +- *Init*. 5 snapshots per second. Used when a client is connecting and used until the client has acknowledged a snapshot. This mechanism is used because delta compression can not be applied to the first snapshot. - *Full*. Snapshot for every tick or every even tick depending on server configuration. This is used during normal gameplay and everything is running smooth. -- *Recovery*. 1 snapshot each second. A client enters recovery rate when it havn't acknowlaged a snapshot over 1 second. This is to let the client to beable to recover if it has a slow connection. +- *Recovery*. 1 snapshot each second. A client enters recovery rate when it haven't acknowledged a snapshot over 1 second. This is to let the client to be able to recover if it has a slow connection.