I guess... I have a Linux box myself. Yeah, you'd probably like to get your hands physically on it, I understand. Still, if you want to, we can try and schedule some sessions and you can even make me your "dumb terminal" - I'll just mindlessly follow orders.
The offer is certainly appreciated
But yes, especially early on, I'm going to want/need both in front of me, once any initial problems are sorted, plenty of testing will need to be done, and logfiles from broken games will be very much appreciated.
I see. Is there really an advantage in saving games periodically instead of on-demand? I mean I can surelly understand that if you make it fast and smooth enough for periodic saves, it will run like silk on a on-demand basis. But I don't take that's really the point...
The problem with 'on-demand' is, when do you demand them? Even with mandatory Acknowledges from clients, by the time the server realises it's lost a client the game will be well advanced on the server. Only saving on the server then sending the save file back to the clients was the old solution, this has some drawbacks, amongst them the loss of selection groups and camera position for all clients, and well as the loss of some 'play time' for the clients.
The proposed solution is that all participants save the game themselves, thus keeping selection groups and camera position, and the game can be 'rewound' to the last incremental save that everyone has, so the server gets no potentially unfair advantage. It also eliminates the need to send files, and while this is no a big deal, sending a couple a frame numbers from each client and then the server sending just one back is a bit nicer.