Direct support for internet play 
Last updated: February 18, 2004
When designing our new NetPlay capability, we wanted to achieve high
levels of speed and flexibility, and we have succeeded on both counts.
The first step in using NetPlay is to establish a connection between
two computers running DMB version 9. One owner (the "host")
chooses a menu command to put his copy of the game in host mode, meaning
that he is ready to accept a connection from the other owner. The other
owner (the "remote" participant) chooses a menu command to initiate
the connection, entering the hosts IP address to indicate which computer
to contact. When the connection has been established, the participants
can chat and/or start a game.
The host can (a) start an exhibition game, (b) start a league game, or
(c) resume any game that was previously saved while in progress.
NOTE: The ability
to restart a previously saved game is is an important safety net. Whenever
you are using the internet for any purpose, you run the risk of losing
a connection, and it would be very frustrating to have that happen in
the middle of your game. Because DMB automatically saves the state of
the game after each play and can resume a saved game from that point,
you won't have to start over if your connection is dropped for any reason.
After the game has been started by the host, all of the necessary information
about the teams, players, ballpark and other game elements is sent to
the remote participant. This transfer is instantaneous on a local area
network, very fast on a DSL line, and may take 20-30 seconds on a slower
dial-up line.
This is the only time a large amount of information is transferred between
the participants, so it's the only time you might need to wait a little
while before proceeding.
During the remainder of the game, it's almost as if the other person
is sitting right next to you, the response is so quick. (It's actually
better than having the other person next to you, for reasons we'll get
to in a moment.) That's because DMB is not sending large chunks of information,
such as screen images, back and forth. Instead, it transmits only what
it needs to keep the two copies in synch.
After the initial transfer of information, each participant is presented
with the starting pitcher selection window. Both can interact with this
window at the same time and in any way they like -- scrolling lists of
pitchers, looking at player profiles, checking out the opposing team's
roster of hitters, asking the computer manager to nominate a starter,
and so on -- before choosing a starting pitcher and pressing OK.
That's because they aren't looking at the same screen image. They are
working independently. When a pitcher is selected, the ID of that pitcher
is sent to the other manager. It doesn't matter who finishes that process
first; DMB knows when both pitchers have been selected and it's time to
move on to the starting lineups.
After the starting lineups have been selected by both managers, the game
window is displayed on both computers. This is another way in which the
independent operation of the two copies of DMB is a big plus. It doesn't
matter whether the two monitors are using the same resolution, the same
color scheme, or the same play-by-play font. The two managers can even
have different settings for the speed of the play-by-play messages.
During a game, the managers take turns making their decisions, just as
they do when playing someone who is sitting right next to them. On each
play, the offensive manager cannot choose tactics until after the pitching
and defensive tactics have been received from the other manager. When
baserunning and throwing decisions are needed during a play, each manager
must wait until the other has made a decision.
But DMB doesn't impose any unnecessary limitations here, either. While
trying to decide what to do, or while waiting for the other manager to
make a decision, each manager can be sending a chat message, looking at
the boxscore, flipping to the replay of the last event, or calling up
a player profile. In other words, DMB won't let you get ahead of the other
manager in the flow of the game, but it won't stop you from thinking and
browsing independently, either.
After both managers have entered their tactics, the host's computer executes
the play and sends the play-by-play commentary and a coded description
of the event to the remote machine. The remote machine uses that information
to update the state of the game and all relevant statistics. The result
is that both managers have independent access to the stats and everything
else about the game.
If time is short, the participants have the option to quick play a portion
of the game. If one manager chooses a quick play command, the other is
asked if he agrees, and if so, the game is autoplayed to that point. (NetPlay
is fast, though, so you'll be able to use quick play when you want to,
not because you have to.)
A few paragraphs ago, we said it was just like playing someone who is
sitting next to you, only better. It's better because:
- both managers can interact with the game at the same time instead
of sharing one mouse and one keyboard.
- in NetPlay mode, the other manager never sees your mouse cursor or
your hands moving over the keyboard, so there's no way to know what
tactics you chose for a play. (Other than the obvious ones such as making
a substitution or bringing the infield in.)
- each participant can choose the fonts, colors and speed settings they
prefer
After the game is over, the database is updated on the host's computer,
and the participants have the option of playing another game during the
same session.
Firewalls
One potential complication is the presence of a firewall. A firewall
is a piece of software that runs on your computer or on the router that
connects your internal network to the internet. The job of a firewall
is to protect your computer and/or your internal network from intruders.
If you have a firewall installed, you may have trouble receiving connections
from remote managers. When version 9 is released, we'll provide firewall
tips on our web site.
So far, we have had success connecting over our office LAN when both
computers were behind the firewall, over a dial-up connection where no
firewall was installed, over a DSL line with the firewall disabled before
the session and then restored after the session, and over a DSL line where
the firewall was left up but a specific port was opened to allow DMB traffic
to get through.
It's quite possible that you won't be able to use NetPlay from your office
if your company's network is protected by a firewall and your network
staff won't permit a port to be opened for this purpose. In other situations,
such as those where firewalls are not present or where you control the
firewall settings, we expect you will have no trouble using our new NetPlay
feature.
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