Meeting Summary: 2003 Oct 29
by Kyle Carter · in General Discussion · 10/31/2003 (6:46 pm) · 5 replies
Highlights
Mark Frohnmayer, Thomas Lund, and Ben Garney were present.
"we want to construct a scalable multi-server backend solution for multiplayer games... to include player authentication (login), chat rooms, instant messaging/buddy lists, server finding, stat reporting, and a flexible framework for adding more services. the plan is to use a modified version of Torque's networking code which should scale better to a large number of clients than TCP/IP" -- MarkF
"So - you got a revamped network lib, and now we need to create some backend service on top" - Thomas
"We first need a new version of the Torque master server... that supports communication by events... (for server queries and such)... then one that supports the authenticated login, then add basic chat server features, then add multi-server, then add buddy lists, and IM" -- MarkF
"For the low end (indie) this system will provide a sweet backend solution at a reasonable price... for the commercial developer, this system will also be cheap, and should cut down on maintainance costs due to reduced bandwidth and server requirements." -- MarkF
"I don't want anyone to feel that the agreement isn't fair." -- MarkF, on royalties.
"But we need to agree on something before we start, so that we dont end up with ppl pulling out of the project due to money discussions close to release" -- Thomas, in response.
Todos
Ben - get a design doc written.
MarkF - set up CVS, forums, project manager (as of writing, CVS and forums are active)
Thomas - think about client<->server protocol
Mark Frohnmayer, Thomas Lund, and Ben Garney were present.
"we want to construct a scalable multi-server backend solution for multiplayer games... to include player authentication (login), chat rooms, instant messaging/buddy lists, server finding, stat reporting, and a flexible framework for adding more services. the plan is to use a modified version of Torque's networking code which should scale better to a large number of clients than TCP/IP" -- MarkF
"So - you got a revamped network lib, and now we need to create some backend service on top" - Thomas
"We first need a new version of the Torque master server... that supports communication by events... (for server queries and such)... then one that supports the authenticated login, then add basic chat server features, then add multi-server, then add buddy lists, and IM" -- MarkF
"For the low end (indie) this system will provide a sweet backend solution at a reasonable price... for the commercial developer, this system will also be cheap, and should cut down on maintainance costs due to reduced bandwidth and server requirements." -- MarkF
"I don't want anyone to feel that the agreement isn't fair." -- MarkF, on royalties.
"But we need to agree on something before we start, so that we dont end up with ppl pulling out of the project due to money discussions close to release" -- Thomas, in response.
Todos
Ben - get a design doc written.
MarkF - set up CVS, forums, project manager (as of writing, CVS and forums are active)
Thomas - think about client<->server protocol
#2
- There a a lot :)
- Exact pricing and royalty agreements.
- How will server/player accounts work?
In Conclusion...
If I left out any big points, please post 'em here. Is this a good format? Did I catch the meeting accruately? I have the log file and can post/mail it as needed.
10/31/2003 (6:47 pm)
Outstanding Questions/Issues- There a a lot :)
- Exact pricing and royalty agreements.
- How will server/player accounts work?
In Conclusion...
If I left out any big points, please post 'em here. Is this a good format? Did I catch the meeting accruately? I have the log file and can post/mail it as needed.
#3
I'm a bit worried about you spending too much time on extracting the info into a very reader friendly format vs. the amount of meetings we will have. So if you later just post logs, then fine with me too
11/01/2003 (1:41 am)
I think you did a great job, and I like the format. I'm a bit worried about you spending too much time on extracting the info into a very reader friendly format vs. the amount of meetings we will have. So if you later just post logs, then fine with me too
#4
I'll probably scale these down a bit once we have everyone in the forums, but as a first meeting, I thought it'd be good to go the extra mile in documentation... :)
11/01/2003 (8:22 am)
Well, this was an hour, maybe two hour's work, most of that spent rereading the chat log. :)I'll probably scale these down a bit once we have everyone in the forums, but as a first meeting, I thought it'd be good to go the extra mile in documentation... :)
#5
11/04/2003 (11:38 am)
It's good to have a summary, just so that we can all make sure we're reading the same thing in the chat :) I sent off the NDA to LabRat, so hopefully we'll get our fourth team member soon.
Associate Kyle Carter
Meeting was started at 4:09pm Indiana time, after some inconviences caused by Yahoo's chat service.
Mark and Ben presented an overview of the current status of the project. Currently done: an adaptive rate version of Torque's networking protocol, and some basic scripting infrastructure around it. Discussion of multi-server protocol. Basic expression of design requirements.
The goal of the project is to create a clustered, highly scalable, efficient, clusterable infrastructure with a set of community-oriented services. (See quotes above for other expressions of this goal.) Torque's networking technology provides us with the scalability and efficiency parts of the equations. The services will start with a master server reimplementation, and include instant messaging, buddy lists, chat, matchmaking services, and so forth. It will initially be developed on Torque.
It was agreed that there is a market for something like this (the interest in master server reimplementations is witness to this). A desire is expressed by Mark to make it eclipse GameSpy's services.
There is a brief discussion of the clustering aspect of the community system. It is agreed to shelve any implementation of clustering until after basic features are done. The system will natively support clustering, allowing it to function independently of (expensive) specialized load-balancing hardware.
Mark mentions that a single server should be able to handle at least 20k connected clients, maybe more.
More technical details are discussed here; Ben will summarize this aspect of the discussion in the design doc.
It is agreed to use VC7.1/windows as the development platform, though the product is ultimately targetted for Linux.
The question of who will be project lead comes up. Ben nominates himself for the position; this is accepted by Mark and Thomas.
The community system will be "the official community backend system for GarageGames", in Mark's words.
The question comes up as to whether we should try to recycle old code or not in our community system; it is decided to implement from scratch, instead of trying to upgrade the old code.
Mark divides the project into two subprojects - the CommServer and the TestGame. The CommServer provides community server functionality. The TestGame is an instance of Torque that talks to the CommServer. It is suggested that LabRat work on TestGame's front end.
The need for a good web RPC interface is mentioned.
Mark brings up "connection puzzle" as preventative against DOS attacks; is summarily assigned that as a task.
A philisophical question is brought up - how should servers be authenticated? Ben takes the position that (a la WON cd keys) the same auth data be used for players and servers. Thomas suggests that we have seperate accounts for each. Mark suggests that we allow servers to not need auth info.
At this point the meeting changed focus to financial matters.
Royalties are discussed, and it is tentatively agreed that there be a 60-40 split between GG and Ben/Thomas/LabRat. The latter three people would each get 13% royalties from the community system. However, it is decided to shelf the matter until LabRat can be brought into the discussion.