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InterServer Meeting Area?

Discussion on InterServer Meeting Area? within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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InterServer Meeting Area?

Did this a while ago, but never got around to actually using it, although I did implement the functionality on QO (i wanted to be able to easily communicate between our main and test server). Basically servers themselves communicate with each other (limited to spawn/jump/walk/run/chat) packets on a single map (agreed upon by all servers involved). And then rebroadcast those packets to all connected clients on that map, effectively giving a "meeting" area for interserver chat.

There are some problems, such as duplicate names and player IDs, but if any of your other non-binary pservers would be interested in doing something like this, I'm sure we could agree upon a common protocol easily enough to overcome any issues.
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Old 01/05/2010, 06:31   #2
 
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Ult and Inf did something like this before, it was quite successful.
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Old 01/05/2010, 06:58   #3
 
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Ive looked into this before and tested a few methods between my leveling and pvp source its is quite the fun thing to acheive.
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Old 01/05/2010, 07:36   #4
 
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Correct, hybrid and ultimation did this back with COWS and HybridCO, the logic behind it is simple. I did it myself on localhost (between two different game ports).

Multiple servers having an inter-server map would be an amazing idea though.

Gives your players a chance to show loyalty and honor for your server in say; interserver PK tournaments or guild wars.

However my source is pre-nothing, I`m taking everything literally step by step, ensuring its faultless and effective, may be awhile before I could link up with you
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Old 01/05/2010, 08:30   #5


 
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Easiest way would be a third server which would act as a proxy between several servers, duplication can be solved pretty easily.

I cant imagine this being popular tho unfortunately, people dont discuss much using forums, once there was an ICQ channel setup where people could ask any quesiton they liked and a bunch of us would attempt to answer it the best we could and i think we had maybe 2 people who atually bothered trying to use it to gather information and gain understanding.

Its a nice idea, but i mean theres been a whole bunch of nice ideas out there, inf's auth server for the masses is an example of this, a nice idea, but no one was interested.
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Old 01/05/2010, 13:04   #6
 
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I'll message Ultimation about this and recommend it to him when I'm on.
It's quite easy to get around the player UID duplication, it's as simple as changing the bases.

For instance, on COWS when I sent a spawn packet to them from AcidCO, COWS would increment the player UID they received by 1,000,000. Unless there was more than a million UIDs (which actually there might be for QO, haha) in circulation, it would never be a problem. Ultimations server is at patch 5201 as it is now.
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Old 01/05/2010, 15:10   #7
 
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Yup it is
But i have not downlaoded the new acidco client >.<
Just úninstall the old to install the new
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Old 01/05/2010, 16:16   #8
 
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not a coder but i do agree this would have many possibilites. very very interesting, gratz to those of you who have pulled it off. Thanks for the idea.
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Old 01/05/2010, 23:19   #9
 
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Im very intrested in such things but still i lack on knowledge so im quite useless for ya. I would love to get a mentor to learn c#.
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Old 01/06/2010, 03:06   #10
 
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Count AcidCO in. we will give this a shot . we are using client version 5200, so if your using an older client we need a basic structure that we can adapt for packet differences.

Regards

Ultimation
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Old 01/06/2010, 03:27   #11
 
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Our test server is currently running 5201 which will be on the main server soon, so our packets should be compatible. I'll post my implementation of the interface when I've (ahem) cleaned it up a little. We just need to agree on a custom notification packet (entering/leaving) the area.

#Maybe request move to programming?
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Old 01/06/2010, 12:05   #12
 
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I believe, we should make it as generic as possible, my idea was the following, you have a middle application, basically acts as an echo server, u connect to it using 1 tcp socket, (both servers connect to it), when i send a spawn packet on a certian map, i send it to the echo server wich then inturn sends it to the connected servers. (also giving it an Entity ID) my recommendation would be that the entity ids start at like lets say, 10,000,000 that way we can keep it clean from current entity ids, basically the echo server handles the stuff like, making sure you get the right structure for the packet, etc etc, providing a real time interface.
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Old 01/06/2010, 21:06   #13
 
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PS. i have created an interface wich will make it easy for you to implement it through your server.
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Old 01/06/2010, 23:31   #14
 
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Interserver chat and stuff would be quite fun, although interserver guild war you would have a lot of QQers complaining about lag. Not saying it would lag that much, but you know the community - they miss an FB and it's obviously lagging.
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Old 01/07/2010, 01:05   #15
 
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ok, i have written an engine, that handles jumping, spawning, talking and running (gives u the exact packets u need with modified ids, all u gotta do is forward them to the clients & and tell the interserver when players, join, leave etc.).. i can give u guys a C# class wich should help u understand how to communicate with the interserver engine, basically it can allow upto 900 servers to connect and unlimited players from each server
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