Idea ! Idea !!
by fetze · in General Discussion · 11/06/2002 (4:26 am) · 2 replies
Hi !
I'm Fetze, maybe you know me from the Game. I have an idea for RealmWars, which makes the serverhosting very much easier :
The Game should check what the client need to play on the server. Then the Client gets a Window, which asks, if the Client would download the extras needing for the map. If he Click 'yes' the Game downloads the Files from the webadress, the server says(lets make that changeable in the server\prefs.cs !) or, if there is no adress, the Game downloads the Files from the Host.
Good idea, not ? :)
I'm Fetze, maybe you know me from the Game. I have an idea for RealmWars, which makes the serverhosting very much easier :
The Game should check what the client need to play on the server. Then the Client gets a Window, which asks, if the Client would download the extras needing for the map. If he Click 'yes' the Game downloads the Files from the webadress, the server says(lets make that changeable in the server\prefs.cs !) or, if there is no adress, the Game downloads the Files from the Host.
Good idea, not ? :)
About the author
#2
Before getting my TGE license I put together a system for loading resources (scripts, art, etc) that uses "Transports" to manage versioning. It's partialy detailed in my .plan but I've been to busy tinkering with other portions of TGE to actualy integrate it into the engine yet.
Using this system you would ship with all your resources contained in zip files. The zip file Transport would reference a directory tree for updated versions of requested files. That directory tree Transport could reference a HTTP or FTP server for updated files as well.
The flow would look something like this:
1) The game requests a file to be loaded.
2) It tell the zip transport to load the file.
3) The zip transport checks with the directory transport to make sure it has the latest copy.
4) The directory Transport checks with an FTP server for an update as well.
5) If there's an update on the FTP server the directory Transport caches the file and returns it.
6) If there's no update on the FTP server but one in the directory tree that file gets loaded.
7) If there's no update in the directory tree then the file is pulled from the zip.
The system supports versioning by date/time and filesize. It also supports the notion of prefetching files ( so you can make sure everything is up to date at once). The version checking as well as caching can be turned on and off on the fly.
Hopefully I'll have time next week to put it all togther and test it with TGE. If it all works out I'll submit it as a resource.
11/19/2002 (11:31 am)
Phil,Before getting my TGE license I put together a system for loading resources (scripts, art, etc) that uses "Transports" to manage versioning. It's partialy detailed in my .plan but I've been to busy tinkering with other portions of TGE to actualy integrate it into the engine yet.
Using this system you would ship with all your resources contained in zip files. The zip file Transport would reference a directory tree for updated versions of requested files. That directory tree Transport could reference a HTTP or FTP server for updated files as well.
The flow would look something like this:
1) The game requests a file to be loaded.
2) It tell the zip transport to load the file.
3) The zip transport checks with the directory transport to make sure it has the latest copy.
4) The directory Transport checks with an FTP server for an update as well.
5) If there's an update on the FTP server the directory Transport caches the file and returns it.
6) If there's no update on the FTP server but one in the directory tree that file gets loaded.
7) If there's no update in the directory tree then the file is pulled from the zip.
The system supports versioning by date/time and filesize. It also supports the notion of prefetching files ( so you can make sure everything is up to date at once). The version checking as well as caching can be turned on and off on the fly.
Hopefully I'll have time next week to put it all togther and test it with TGE. If it all works out I'll submit it as a resource.
Torque 3D Owner Phil Carlisle
If someone wants to add this, it would rule!
Phil.