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10/24/2013, 13:53
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#46
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Join Date: Jan 2012
Posts: 166
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Carry on!
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10/24/2013, 18:06
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#47
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Join Date: Sep 2010
Posts: 10,215
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Quote:
Originally Posted by Basser
Hello there!
I'm not sure if there are any people following / watching this project, because of the inactivity of this thread. If you are, let us know!
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Hi. My last post contained an offer that is still valid.
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10/27/2013, 23:31
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#48
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Join Date: Sep 2008
Posts: 1,683
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PROGRESS!
Warning: this post is a little technical.
The point is that I have finally come up with a way to efficiently and effectively to communicate within the four different servers.
All servers are now completely in sync!
The UDP server(s) only receives the session id.
And instead of performing a loop through all players (which is very inefficient),
I now store them by session.
What does this mean? TCP and UDP servers are now effective at player look-ups;
a bottleneck in warrock emulators.
The auth and game(that includes tcp and udp) are also in sync - and with less overhead. I use a named pipe (NP) for local communication (and asynchronous too!).
Session ID:
The session id is dynamic. The game server holds all (still online) players. When
somebody authorizes succesfully, the auth server requests a available session id from the game server (through the NP). At this point the game server will check the user's details again, and find an available id (and responds to the auth server),
This means the user is already loaded at this point, and the (Tcp) GameClient is added later, when Tcp communication starts.
This also means the auth server will be updated with what (or how many) characters are online, along with lots of other data it might want to have access to at certain points.
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10/28/2013, 00:45
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#49
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elite*gold: 0
Join Date: Oct 2010
Posts: 165
Received Thanks: 2
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nice progress basser :P
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10/28/2013, 06:39
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#50
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Join Date: Sep 2010
Posts: 10,215
Received Thanks: 5,781
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Give this man some cookies, doing decent work here.
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10/29/2013, 12:08
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#51
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Join Date: Jul 2010
Posts: 748
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Quote:
Originally Posted by Basser
PROGRESS!
What does this mean? TCP and UDP servers are now effective at player look-ups;
a bottleneck in warrock emulators.
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**** man, most of the emu's store it by id instead of session id.
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10/29/2013, 20:52
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#52
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Join Date: Sep 2008
Posts: 1,683
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Quote:
Originally Posted by Sleutel
**** man, most of the emu's store it by id instead of session id.
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Fundamental difference.
I really need testers guys!
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10/30/2013, 12:54
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#53
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elite*gold: 0
Join Date: Oct 2010
Posts: 165
Received Thanks: 2
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Quote:
Originally Posted by Basser
Fundamental difference.
I really need testers guys!
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i want test it, but u not tell me how do it xD
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10/30/2013, 13:13
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#54
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Join Date: Mar 2011
Posts: 112
Received Thanks: 25
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I want to test it please
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11/01/2013, 00:28
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#55
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Join Date: Sep 2008
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UPDATE!
UDP works properly now!
Players can see each other, finally, without tunnelling!
I'm working on damage calculations right now.
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11/01/2013, 20:20
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#56
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Join Date: Oct 2010
Posts: 165
Received Thanks: 2
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Quote:
Originally Posted by Basser
UPDATE!
UDP works properly now!
Players can see each other, finally, without tunnelling!
I'm working on damage calculations right now.
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can u tell in pm how i test this your job?
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11/02/2013, 02:52
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#57
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elite*gold: 0
Join Date: Nov 2013
Posts: 27
Received Thanks: 29
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Nice work mate
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11/11/2013, 20:13
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#58
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elite*gold: 0
Join Date: Oct 2010
Posts: 165
Received Thanks: 2
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continue your job.
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11/16/2013, 12:55
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#59
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Join Date: Sep 2008
Posts: 1,683
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I have little time to work on this project at the moment.
I am trying to learn functional programming, play some Call of Duty: Ghosts from time to time, and need to start doing some work for school.
The project is certainly not abandoned, however it might have a 'fresh' start now that I have better insight in Warrock's network structure -> this does not mean my current code will be lost, it will be revised though.
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11/16/2013, 13:42
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#60
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elite*gold: 123
Join Date: Sep 2009
Posts: 1,920
Received Thanks: 1,052
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Quote:
Originally Posted by Basser
[...]this does not mean my current code will be lost[...]
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Hopefully not ..
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All times are GMT +1. The time now is 20:47.
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