Game Development Community

A matter of life & death] peer to peer game..

by Mquaker · in Torque Game Engine · 08/09/2006 (8:21 am) · 4 replies

Is it possible to play the multi-games of P2P on TNL?
when the host leaves on the game, all clients are dropped.
so I don't want the way to play 'join server' as call of duty.
In the south korea, prefer to play online game method rather than 'join server' method.

namely in playing a game, though master client(bang jang_korean language) get out of the game,
other client is replaced into master client, so the online game can keeps without stopping.

recently I know that TGE has 'join server' method.

I want to code into a p2p online game method instead of ' join server' method.

I wandered for about a month in this forum site.
But couldn't the perfect data besides the basic data.

As possible as quick,
Could you explain the method to me?

Please!!!

#1
08/09/2006 (2:29 pm)
If I understand what youre asking, it should be possible, just have to have the "server" computer appoint a new server on exit, allow for that client to boot the server code, pass all realtime information to that server, then inform the other clients and bow out.

The other way is to enable the server code for every client, so all machines always have an uptodate record of the game, and then each client has a priority (based on when joined, or ping time) so that when the primary leaves the secondary automatically takes over.

There is no doubt that you are going to use ALOT more resorces then a straight client/server approach.

For persistant multiplayer games it might be better to have several master servers, that are not client machines. So they never bow out.

Best of Luck
#2
08/09/2006 (2:46 pm)
This is really dependant on the gameplay proposed.

certian game types do not fit this model very well.
eg fps

ones that do are for example an rts style game or even a simple rpg style.
like the new game Titan Quest could have used this feature.
and logically given the dataset it should have been easy however it does not include it and if the server goes down your are done.

basically it comes down to the data and how you package it for the network.

if it's an rts rpg turn based or the like this should be a cake walk to implement and The Trusted One has many good pointers for making it happen.
#3
08/10/2006 (9:29 am)
The whole premise of the original question is flawed right from the start..

Do you ever wonder why none of the professional multiplayer games P2P networking? Ever think that maybe, just maybe, companies like Blizzard and SOE and their staff of hundreds of techs and coders have a bit of an edge over us indies and we could learn something from their network structures?

I'll make this brief:

1) P2P multiplayer gaming would allow clients to directly send each other info. This allows for exploitation of packets due to packet stuffing, it allows for invasion of privacy due to IP sniffing and being able to harass people in real life that you dont like in the game, it opens itself to huge lawsuit potential for virus transmision and wilful destruciton of property suits..

2) How could you ever write a secure P2P protocal to stop people from cheating? Anything you write in CRC or even SSL that goes from client to client can and will be manipulated. I worked on ShowEQ for a while back some years ago and I can personally assure you there is nothing you can do peer to peer to stop people from manipulating your packets.

3) If you implemented some kind of master server with a crc check or security token of some kind you would just be getting back to the route of a centralized server BUT you would actually be slowing your entire process down by having to wait for auth from the server on every packet stream..

I am not saying dont attempt a P2P system I just shake my head and wonder why ;)

Please go ahead and use Torque though, TNL rocks and it certainly could do a P2P system, again I would jsut have to ask why?
#4
08/11/2006 (3:51 pm)
The problem is, that's not how the Korean market works. It's all about ease of use and being able to get into a game without worrying about having good server connections and mods and player content. Yes many Korean games are easy to hack, but they all tend to have persistent player subscriptions models as a backend for their games, so hackers can just be banned at the account level. Game sales there are done in virtual content and subscription basis, very little comes across as actual software purchases. And the fact that everyone has a fast internet connection and is in a close proximity to another, means that network latency becomes much less of an issue. This is also why the networking code tends to fall apart for Korean games that try to expand out of market for international versions.

It's a totally different market there, and P2P connections for anything but an MMO are the easiest and most optimal way to make a game there.

Sorry I can't be of any help how to setup Torque to work like that though XD.