Dota 2 replay player perspective1/11/2024 ![]() Replay_ftp.cfg - No longer in use due to the removal of remote FTP This is the main configuration file for Replay and should be executed on server launch (i.e. Replay.cfg - Edit the bottom of this file to execute either replay_local_http.cfg or replay_ftp.cfg. Replay_local_http.cfg - Edit this file if you plan on using the "Local Web server" method described above. You will only need to worry about two of the files. cfg files with detailed comments in each. The bandwidth cost is minimized, since each replay block file is only streamed (uploaded) once, vs the Local Web server approach, where, for example, every single client who saves a replay for a particular round is going to download the first block file.įTP is not a secure protocol, so caution should be taken to make sure login credentials do not become vulnerable to exposure. The main advantage to this approach is that the burden of serving the Replay data is lifted off of the game server machine and put onto another machine. The Web server must point to the same location on disk so that it can serve the uploaded files to clients. The Replay system will asynchronously offload Replay files from the game server to this second machine via FTP. FTP Offloading - The alternative approach requires access to a second machine, which must be running both an FTP server and a Web server. For faster machines with faster connections, this approach may be preferred.Ģ. Lastly, this approach may open your server up to potential "Denial of Service" attacks if proper security measures are not taken. This approach is also particularly costly for the game server in terms of bandwidth, since the cost is multiplied by however many clients are downloading the files. The main issue is that clients downloading from the Web server may be using bandwidth and CPU needed to run the game server smoothly. There are several disadvantages to consider here. The advantage of this approach is that some may find it more secure, and it requires less work to configure. If the rename operation fails, the system will explicitly copy to the destination and delete the source file. To publish a given file, the server will write it to a temporary location on disk, and then move (rename) it to a local path that the Web server sees. Local Web server - This method requires the installation of a Web server on the same machine as the game server. There are two ways a Replay server can publish files for clients to download:ġ. While this is not ideal, it should be noted that clients are smart about which blocks need to be downloaded, meaning that for any particular round, each block will only be downloaded once. For the curious, the reason for this is that the demo files are "delta compressed" - which means that every "frame" in the demo is dependent on the previous frame. When a client requests to save a replay, they must download all blocks, starting from the beginning of the round. Each client records its own player slot information, so that watching the replay can start from the correct first-person perspective. There is no client-specific data in recording session blocks or session info files, since any resultant demo file contains everyone's perspective. Session info files also maintain a flag, indicating whether the session is currently recording or not. if they're still being published or not enough time has passed). Clients download the session info file for a particular replay multiple times if all blocks are not available (e.g. dmx, and are updated every time a block's status changes. Session Info Files - Each round/recording session has one session info file, which maintain the state of all recording session blocks.When the client goes to play back a particular Replay, the blocks are decompressed, validated, and written to one monolithic demo file for the game to play. When a client saves a Replay, the system figures out how many blocks it needs to download in order to play back the corresponding life. Recording Session Blocks - These files are essentially compressed chunks of a demo file.There are two types of files that are published: As the round/recording session progresses, small blocks of data are periodically published to a fileserver where they can be downloaded by clients. The round, also known as a recording session, is given a unique name based on the date and time of the recording. Regular demos, on the other hand, only record the local player's perspective.Īt the beginning of the "setup" phase for a round of gameplay, the Replay system will begin recording if enabled (via the replay_enable ConVar). The feature must be enabled on the server side, and the "demo" files that are ultimately generated include the full PVS, meaning everyone's perspective is recorded. For a non-technical overview of the replay feature, you can view the press release here.Īt its core, Replay is an extension of SourceTV.
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