Game Development Community

Battle.net style server hosting

by John Rockefeller · in Technical Issues · 04/23/2007 (8:36 pm) · 5 replies

Hey all.

I've been searching the Torque archives for a while for any information on how to build a battle.net server host style system, where the games are actually hosted on the servers even though they're created dynamically.

For instance, when you click on 'Create server' or 'Host game' it's actually creating a game at the master server and not on the client's computer. The client's computer simply would connect to this new game server.

I mean it sounds simple enough, but implementation is a bit tough because it doesn't look like many people have posted about it before.

Anyone have any tips?

Thanks!
John Rockefeller

#1
04/23/2007 (9:04 pm)
John, all you'd really have to do is have a master server that's capable of launching additional processes, which are in them selves, servers ... to pull this off, you'd need extremely small memory foot print servers ... so using the stock torque.exe in server mode, would most likely not work ... so you'd have to do quite a bit of leg work on the network layer ... ;)
#2
04/24/2007 (6:06 am)
What I'll probably end up doing is getting it to work with the stock Torque.exe server mode first, that way I have something running and then maybe hire someone to code me a solid server network.

I want to get this thing up and running first, that's my main priority.

Do you think maybe it's possible to strip away some of the functionality in Torque.exe as opposed to writing a new server program?
#3
04/24/2007 (7:13 am)
You would still need a customized master server ... somethat that could handle the chat communication, as well as launching the various different server instances ... you'd also have to modify the main.cs for the torque.exe if thats what you launched ... so you could pass in all the game settings, and other needed information about the game ... either through command-line ... or by creating a custom 'setup.cs' before launching the exe ... so it knows what game, players and mode to launch into ... etc, etc ...
#4
04/24/2007 (1:38 pm)
Yeah I would probably do it command-line level.

Do you know if Torque will run under FreeBSD?
#5
04/24/2007 (3:57 pm)
Should ... you'd have to do a custom build for it though, of course