Master Server And Chat Server
by Adam Gardner · in Torque 3D Professional · 07/27/2012 (10:09 pm) · 3 replies
So I've been using torque for quite some time and for my zombie game I created 2 useful programs that are external to the engine it's self and they are a Master server and a Chat server, basically the master server will receive information from all dedicated servers to show the join server list all the servers instead of having that link to every IP that the dedicated servers are on.
The chat server will listen to the port and when information is received will redirect it to the clients that are connected to it example I send a string to the server it will send it to every other client that's connected to it.
The full source will come with it for your editing needs example you want to implement a channel system to allow people to join and talk in different channels, or add a friends list etc.
I was wondering If I should sell such things or release it free, since I've decided to go the unreal engine side and need some type of income to support my needs =].
Any feedback is appreciated!
The chat server will listen to the port and when information is received will redirect it to the clients that are connected to it example I send a string to the server it will send it to every other client that's connected to it.
The full source will come with it for your editing needs example you want to implement a channel system to allow people to join and talk in different channels, or add a friends list etc.
I was wondering If I should sell such things or release it free, since I've decided to go the unreal engine side and need some type of income to support my needs =].
Any feedback is appreciated!
#2
07/27/2012 (11:48 pm)
Not sure really but I didn't mean pay for the engine just meant to pay helpers that help me with art work etc you know.
#3
Winsock is very light, you can open hundreds of channels simultaneously witout problem.
What I wanted to ask is the implementation of the idea. If he intends to support the torque took into account that you are very rare publications that might be compatible. A version will need a machine developed and closed to the public mood with a good updater
07/28/2012 (12:55 am)
My opinion is to use different winsock for each new channel you need to open it. So there is a basic communication of all users in the memory of server but complete separation sending the text as you opened winsock you like.Winsock is very light, you can open hundreds of channels simultaneously witout problem.
What I wanted to ask is the implementation of the idea. If he intends to support the torque took into account that you are very rare publications that might be compatible. A version will need a machine developed and closed to the public mood with a good updater
Ahsan Muzaheed
Default Studio Name
"The chat server will listen to the port and when information is received will redirect it to the clients that are connected to it example I send a string to the server it will send it to every other client that's connected to it."
may be this part need some source change or can be done with messageAll().not sure.
"to allow people to join and talk in different channels "
i was working on this part.something like lobby system with chat support.instead of channel i was thinking to use different gui pannel as tab.
, or add a friends list etc.-->i think it need data save in server.but temporarily i was planning to save as text in client side.
"I was wondering If I should sell such things or release it free, since I've decided to go the unreal engine side and need some type of income to support my needs =]."
those who need it they will buy.but i think there is already an add on by someone(may be s2p).
unreal engine or udk?
if udk then for what u need money.as far i know udk has everything integrated into it.may be there is a 3rd part script editor.
to gg,when this "&quot" will be fixed.is it too hard to fix this old problem ! ! !