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About linking 2 or more programs

Discussion on About linking 2 or more programs within the CO2 Private Server forum part of the Conquer Online 2 category.

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Old   #1
 
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About linking 2 or more programs

Heya!

(Yes its me again!)

I wanna ask somethin important now...
I maked an Auth Server and settled the game server to game function only (it doesn't handle login anymore), and i want to make a new one that will handle monsters and npcs.... (this one will be internal... only to send and receive infos about npcs / mobs) hmmm this will redduce the lag into the server or won't change so much???

should i keep only the auth/game server's only....

few questions to make instead... if someone can help me... add me at msn...



i'll just ask some few things for learning purposes (i won't ask any made code about server... i think i can do it myself!)

cya thanks in advance!
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Old 01/05/2011, 22:14   #2
 
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What would be the point of it? The main reason (I believe) for auth and game-server to be seperated is to avoid gameserver getting weigth laid on from auth when it's not needed, and vice versa. By having an mobserver, you're planning on sending server->mobserver and mobserver->server? Wheres the coin in it all?
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Old 01/05/2011, 22:20   #3
 
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for example.. while i'm hunting when i get into the range of mob view... sometimes it gets a few lag (not so much ... but the ping gets a little high)

i would like to know only... if it will avoid this lag... or if this lag is because of client machine (network connection or even the graphics card.... (low FPS)) i'm not making it... i'm just thinking about... if there is a good point on making it... to get less lagged as possible...
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Old 01/05/2011, 22:42   #4
 
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So if i am getting this right you want to put the mobs in a difrent server?
So each time a player moves to the mobs he will need packets from the orginal server + the mob server?

I think this will make it even more lagg, the solustion would be: Upgrade the orginal server.
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Old 01/05/2011, 22:45   #5
 
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so... what is the best way to don't get this lag when you get many mobs into your screen??? use a main thread for all.. or just make a timer (like the one maked into coemu original) that will start when a mob get spawned to client?
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Old 01/06/2011, 12:20   #6
 
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Just delete some mobs, or change the spawn timing..

or Upgrade your computer/laptop and your server...

Make your source more stable...
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Old 01/06/2011, 16:25   #7
 
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I'd say keep npcs and mobs in the same project tbh.

It wouldn't be a bad idea to have a separate project for MySQL?
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Old 01/06/2011, 18:50   #8
 
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Sounds to me like your server is just not coded efficiently and that you are running almost everything on the same thread and therefor you are getting issues.

You wanna keep certain things on seperate threads so it can still execute even when lots of other things are occurring at the same time.
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Old 01/06/2011, 18:57   #9
 
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Quote:
Originally Posted by pro4never View Post
Sounds to me like your server is just not coded efficiently and that you are running almost everything on the same thread and therefor you are getting issues.

You wanna keep certain things on seperate threads so it can still execute even when lots of other things are occurring at the same time.
Ah, you beat me to it. Yeah, send monster and npc handling to new threads.
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Old 01/06/2011, 19:11   #10
 
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Not ideal for C#. You may not realize it, but your concept drives many linux apps. They will fork themselves to run different things but may still communicate to each other. It's to keep the load of each process off of each other. The idea could work if executed well, but doing something like that requires well coded servers or it would only end up worse.
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Old 01/06/2011, 23:08   #11
 
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yeah thanks... btw i found out the problem isn't at mobs ....

for some reason the socket of a client is closing for itself.... and it gets a hig ping to another players some times... i'll try to make a thread system to sockets (already has but not seems to be working correctly...)
thanks for the help ^^

and yes the server is being very efficient... just don't know why the socket close... (maybe a wrong packet or just a network problem :X)
ftw the ping has been redduced after the auth server has started to work alone.....

the socket system is based on Impulse released one... + Korvacs released one... (i'm new on coding sockets so.... idk what is really happening... but we need to try at last >D
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