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Split Server Projects?
Discussion on Split Server Projects? within the CO2 Private Server forum part of the Conquer Online 2 category.
09/09/2019, 18:40
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#1
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09/09/2019, 20:12
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#2
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So the client will attempt to connect to the IP that the auth server sends to it. I’m verify you are sending the correct ip and port in that packet. If you are, are you using nullables conquer loader? There was a “force” setting that would basically override the connection to the game server, effectively ignoring the ip/port from the game server.
As far as how they communicate to each other. Each server project handles it a little different. Some servers will share a common database, where the auth server inserts a record that the game server used to prove authenticity. Other will use sockets to connect the two so that they can directly communicate which clients are authorized. Some IPC of some form is used and it is very minimal, only to tell the game server that the client is good to connect.
I think. Been out of the scene a while.
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09/09/2019, 21:22
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#3
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So, I had been using Khaled's v2 loader (which did not have the force setting implemented), I installed v5 and it logged in. I assume that the gameserver's IP/port was causing an issue.
Thank you.
Between using a split structure, or just a singular one.. Are their pros/cons to it? I definitely like the organization using split servers.. I know this is all old news, just interested to hear peoples' preferences.
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09/09/2019, 22:05
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#4
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Quote:
Originally Posted by .Guru
So, I had been using Khaled's v2 loader (which did not have the force setting implemented), I installed v5 and it logged in. I assume that the gameserver's IP/port was causing an issue.
Thank you.
Between using a split structure, or just a singular one.. Are their pros/cons to it? I definitely like the organization using split servers.. I know this is all old news, just interested to hear peoples' preferences.
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Conquer Online is a split structure no matter what. You can have both servers run in a single executable and share memory, but the client has to disconnect and reconnect and will always see it as two separate servers.
The pro of having both servers in a single executable is that you can share memory, and don't have to worry about how the account and game servers communicate with each other or pass authentication. The disadvantage is that it couples the two servers together and prevents you from easily spinning up a second game server for another region.
 is also a split project structure and has documentation on that stuff, if you want to take a look. The two servers communicate with each other over RPC.
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09/09/2019, 22:19
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#5
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Quote:
Originally Posted by Spirited
Conquer Online is a split structure no matter what. You can have both servers run in a single executable and share memory, but the client has to disconnect and reconnect and will always see it as two separate servers.
The pro of having both servers in a single executable is that you can share memory, and don't have to worry about how the account and game servers communicate with each other or pass authentication. The disadvantage is that it couples the two servers together and prevents you from easily spinning up a second game server for another region.
 is also a split project structure and has documentation on that stuff, if you want to take a look. The two servers communicate with each other over RPC.
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Right, that's what I was meaning - the single exe vs dual exes. Appreciate your insight. And I will check it out, thanks.
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