Net Architecture Question
by Skylar Kelty · in Torque Game Engine · 02/24/2008 (5:59 am) · 2 replies
Hey again,
I now have 2 servers.
A login server where the client connects, authenticated and gets a list of playable characters.
And the main game server, where everything else happens.
My question is:
I have a need for referencing clients on the game server, like %client.Hello();
I was wondering, which of the following options is best for speed/memory/network load?
Option 1: Every function that needs a client can download it from the login server
Option 2: Every time the login server registers a new client, it tells all connected game servers about the new client, the game servers then store the client info.
Option 3: The client registers on the login server and the game server.
Option 4: Every client update is sent to the client, which sends it to all connected servers
Thanks
--James
I now have 2 servers.
A login server where the client connects, authenticated and gets a list of playable characters.
And the main game server, where everything else happens.
My question is:
I have a need for referencing clients on the game server, like %client.Hello();
I was wondering, which of the following options is best for speed/memory/network load?
Option 1: Every function that needs a client can download it from the login server
Option 2: Every time the login server registers a new client, it tells all connected game servers about the new client, the game servers then store the client info.
Option 3: The client registers on the login server and the game server.
Option 4: Every client update is sent to the client, which sends it to all connected servers
Thanks
--James
About the author
Torque 3D Owner Peter Simard
Default Studio Name
Individual zones only know about the players in their zone. If you need to do a command that effects all players (say, a chat command), you forward the request to the realm, and the realm sends it to all zones.
I'm sure there are lots of solutions to this problem, but this works for me.