Connecting Torque server with external application
by Dane McGreevy · in Torque Game Engine · 03/16/2006 (10:22 pm) · 2 replies
Hello all,
I am now thinking of linking Torque server side with the external application that I am going to create. The basic idea is that, the user is able to send messages to Torque server side and Torque shows what has been sent in the Torque console. I am really clueless on how to get started with the right track. I would be greatly appreciative on any help! I think the questions below might offer you a nice clue:
1) Does the application have to be created by C++ to be as compatible as possible with Torque even though both would be sharing bit stream only?
2) I know that Torque uses UDP for sending and receiving packets and a nice lost-packets management strategy is utilized. Am I supposed to be using Socket programming under the UDP protocol, any difference from under the TCP protocol?
3) How to get the packets sent from the external application via UDP into the Torque netConnection and netEvent objects? Is it a bloodily tough job, as I really want to avoid dealing with the low-level of Torque networking.
4) What is the IP/Port strategy used for both server side and client side when we use the local machine for any testing purpose? Both are set 127.0.0.1?
-***-Could somebody give me a kind hand? Best thanks in advance!-***-
I am now thinking of linking Torque server side with the external application that I am going to create. The basic idea is that, the user is able to send messages to Torque server side and Torque shows what has been sent in the Torque console. I am really clueless on how to get started with the right track. I would be greatly appreciative on any help! I think the questions below might offer you a nice clue:
1) Does the application have to be created by C++ to be as compatible as possible with Torque even though both would be sharing bit stream only?
2) I know that Torque uses UDP for sending and receiving packets and a nice lost-packets management strategy is utilized. Am I supposed to be using Socket programming under the UDP protocol, any difference from under the TCP protocol?
3) How to get the packets sent from the external application via UDP into the Torque netConnection and netEvent objects? Is it a bloodily tough job, as I really want to avoid dealing with the low-level of Torque networking.
4) What is the IP/Port strategy used for both server side and client side when we use the local machine for any testing purpose? Both are set 127.0.0.1?
-***-Could somebody give me a kind hand? Best thanks in advance!-***-
#2
Still something blurry remains that, what is the essential difference between TNL and the Torque networking part. Does Torque just extract and re-use part of TNL base codes? I am not actually aimed to building a brand new game but just making use of netEvent and netConnection objects, etc. It'd be an ideal case that the external application that I am going to make takes charge of sending packets under UDP, and I'd gracefully leave the packet manipulation job to Torque server side, so that I would only need to concentrate on interfacing the packets to those objects. I think it'd be more time effective, isnt it? But still wondering the feasibility!
Thank you!!!
03/16/2006 (11:34 pm)
Thank you so much for your quick response, dear Peter! I just downloaded the TNL source code from www.opentnl.org. Another big stack of codes to go thru... ...Still something blurry remains that, what is the essential difference between TNL and the Torque networking part. Does Torque just extract and re-use part of TNL base codes? I am not actually aimed to building a brand new game but just making use of netEvent and netConnection objects, etc. It'd be an ideal case that the external application that I am going to make takes charge of sending packets under UDP, and I'd gracefully leave the packet manipulation job to Torque server side, so that I would only need to concentrate on interfacing the packets to those objects. I think it'd be more time effective, isnt it? But still wondering the feasibility!
Thank you!!!
Torque 3D Owner Peter Simard
Default Studio Name
2) TCP is a reliable protocol, UDP is unreliable. All this means is that TCP packets contain data in them to make sure they are delivered. They are inherintely slower due to this extra data.
3) Take a look at TNL. Its the networking used in the engine as a stand alone SDK. There is also an open source version for non commercial use.
4) Not too sure on this, but I think it short circuits the networking layer and passes the data directly though the stack.