I've now been doing a half of years gameplanning now or then. It is going to be huge super project of mmmorpg made with moo. Now as far the rpg part is going great, I need to start in thinking about moostuff.
Now at this moment I've been planning on making custom server with mooclick. So I once looked a post where was comment, make client with mmf and the server with c++. Now I was starting to think about making server with c++, but is it going to be any better than one made with mooclick. Now I know the stuff works in basic, but I'm not sure how the c++ server coding is different than mooclick. They both send packets, but is there any advantages of c++ compared into mooclick. I think it depends on computer and internet connection, how the server works.
Also I've been thinging about greating 1 small server in handling let's say 9 rooms in game. I think this way I could reduce lag and use different computers to host a game. I mean if you have 180 rooms. Then you code it so that one server hosts a 9 rooms, so there will be 20 servers. Now this has few advantages if it works. You can run each 20 servers in different computers or all in same computer. This way it would be possible to reduce lag. Also there will be one different server, which handles log in's and registers. Also I am planning to use sub-application as my inventory and level stuff, so all that information will be saved into the "log" server. Now the problems is does anyone know if this works?
I have proven new mathematic formula to be true...
I believe the limitations are that mooclick can only send and receive 1 packet of data each MMF loop. So to maximise the amount you can send and receive just up the FPS to 1000, and try and send as little data as possible but as much data as possible per packet.
A game server normally has more traffic going through it than each client app, which is why a c++ server would be better ideally.
It might be worth trying the new online extension, I think it's called OINK, it might handle this problem better than MooClick.
n/a
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th November, 2008 at 00:55:56 -
I agree with Canto - Wait for OINC to be completed. It will be much faster and it will be easy to code custom servers.
Ah, first heard of this and now I donwloaded some tut about it, I'll have to check it out. But anyone have opinions of the small server type coding?
I have proven new mathematic formula to be true...
2D > 3D
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th November, 2008 at 10:30:54 -
With respect to your small server idea, it's largely unncessessary. Your game won't lag because of CPU speed but rather internet speed. You will need some serious bandwidth and you would probably be better off paying some company to host your application on a dedicated server for a fee each month (that's if you're serious about this.) Otherwise just host it on your home pc at home.
Saving to a log server is file and is how mmorpgs normally work. The server should hold all information about the players and the game.
Umm. I'm going to be serious and I'm getting paid server. But what I meant about the small servers (I didn't write it so though). The point was to have some rooms at surveillance. For example beta stuff which only beta guys can see or gm rooms and basicly the hole log system would be great to be createn into different server.
And the planned "log" server is going to be where you load and save stuff. All stuff are at servr, but server and client downloads the info from log server.
I have proven new mathematic formula to be true...
2D > 3D
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
11th November, 2008 at 21:59:14 -
I see what you mean. But I'm saying that you only need one physical computer to host your entire game. You just need to write the software to seperate it into different rooms etc. You can have one server application that manages all of your rooms and tells you what you want to know - you just need to code it to do so. What is your experience with online game development and/or the mooAPI like?
Few working chat applications and few game examples. And I think I fully understand mooclick. Allthought I don't have a clue how to do good login system. I think that is going to take long time, until I figure that out.
I have proven new mathematic formula to be true...
2D > 3D
Assault Andy Administrator
I make other people create vaporware
Registered 29/07/2002
Points 5686
12th November, 2008 at 09:09:20 -
A login system is simple enough:
Client > Connect to server > Send inputted username and password (encrypted for their privacy if you're kind enough.)
Server > Receive username and password > Check if they are correct against stored files > Send message back saying if login was successful.
Uh... I pretty much spoke out of my mind about knowing everything. The login is easy, but the interaction with .ini object. This far I've been thinking of making .ini file which name is the name of the account, and there is password and pin-code. Now if these matches the login is approved. Now the problematics come under .ini file. Now there is going to be loads of ini's and they mayby must be loaded at the same time. I havn't done this so I presume that when loading ini's you can load value form ini then load new value from different ini, almost the same time, so I am unsure if there is going to be lag or stuff. In login part the small lag isn't bad, but ingame lag is always bad.
Also I checked OINC, and well it looks good exept I don't know what what is different in peer and server?
My small little mooclick examples are basicly done in technique where host player has the map which calcualtes offscreen enemies etc. Now as join client only loads data from host and then sends only data from your character into hosts computer. Now this doesn't work on MMORPG, because everyone can't be on same room and there is different rooms, so this way I have to make text based server, where mayby you can choose room where to watch, but it should be keep track of everything on everything. Player x,y,diranimation, house data, inventory data, tree data. This is going to be new and pretty boring coding, but I hope my project doesn't die on server coding.
I have proven new mathematic formula to be true...