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Online Dll in the Works
#75891
05/28/06 16:43
05/28/06 16:43
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Joined: Sep 2005
Posts: 514 USA
Gho5tFac3K1llah
OP
Developer
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OP
Developer
Joined: Sep 2005
Posts: 514
USA
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For the past week or 2 now, I have been undergoing development on an online plugin. Not online as in viewing webpages, online as in multiplayer. But, this dll will not use/require DirectX 9.0c. This plugin uses Windows Sockets 2 for connecting from one computer to another computer with the specified port. Currently, these features will be available: - host a session
- connect to a session
- lock/unlock a session
- send strings to all clients or a specified client
- send variables to all clients or a specified client
- recieve strings/variables
- drop specified clients
- disconnect from a session or shutdown a session
- player system to identify clients by names given by the client, ids, etc.
- set the maximum amount of clients allowed to be connected at a given time
- check whether or not you are hosting a session or if you are connected to a session
At this point, this will only work on computers that allow the program using the plugin to use sockets (Windows Firewall). At some point I'll implement a way for the plugin to automatically add the program it is running on to the Windows Firewall Exception List. If you'd like anything else in this plugin, please post. I will release a demo showcasing the plugin in the next oncoming days.
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Re: Online Dll in the Works
[Re: Gho5tFac3K1llah]
#75892
05/28/06 16:46
05/28/06 16:46
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Joined: Mar 2003
Posts: 569
FRAJO
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Posts: 569
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Sounds good. Do you use TCP or UDP?
And what about entity handling?
Keep it up!
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ICQ: 242543712
Ich bin nicht hier und bin nicht da.
Wo bin ich dann?
".."
("")
^ ^
This is the evil vampire bunny. Copy and paste him into your signiture to help him achieve world domination. Yeah
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Re: Online Dll in the Works
[Re: Gho5tFac3K1llah]
#75895
05/28/06 17:02
05/28/06 17:02
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Joined: Mar 2003
Posts: 569
FRAJO
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User
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Posts: 569
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Entity handling: If you ent_create something on client A will it be created on client B as well?
It's not as easy as changing IPPROTO_TCP to IPPROTO_UDP. Udp is not reliable. maybe some packets will get lost in the void. So it's up to the programmer to support reliable packets.
I asked that because I'm programming a multiplayer dll too. I chose UDP because it's faster. And I added a reliability layer. You can chose if your data should be sent relibale or not. So you are able to send movement data unreliable and chat messages reliable.
-------------------------------------------
ICQ: 242543712
Ich bin nicht hier und bin nicht da.
Wo bin ich dann?
".."
("")
^ ^
This is the evil vampire bunny. Copy and paste him into your signiture to help him achieve world domination. Yeah
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Re: Online Dll in the Works
[Re: ulf]
#75897
05/28/06 22:18
05/28/06 22:18
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Joined: Sep 2005
Posts: 514 USA
Gho5tFac3K1llah
OP
Developer
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OP
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Joined: Sep 2005
Posts: 514
USA
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Quote:
this is great! keep it up. however its somehow sad that people have to go this way with a6. but thats just my opinion. why dont you try to make a working raknet.dll for a6? raknet is a very good networking middleware that has already been used by some commercial titles.
Technically, Windows Sockets and Windows Firewalls have been used to create multiplayer games as well. Just look a MSDN, they reccomend you to use this method over what GameStudio uses. and btw, raknet is only free if it is non-commercial. So, that pretty much puts an end to that thought unless your an independent person who just makes stuff for his or her own use.
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Re: Online Dll in the Works
[Re: r00tsh3ll]
#75899
05/29/06 11:29
05/29/06 11:29
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Joined: Jan 2003
Posts: 4,305
Damocles
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Posts: 4,305
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Cool to hear, that you put effort into an external multiplayer solution for 3dGS.
I am especially interested to see a working solution, that can handle firewalls/routers to start a server, without the need to have insight knowlegde in routers. This is very important to have the average customer beeing able to start a server.
The main point for me would be the ability to send variable-arrays and strings to specific clients in the list, or all of them. And infos, wich packets where droped/late.
If you could also implement the feature to start a number of client-server conections paralel, it would be a nice method to create a multi-server system, where some servers are clients of a main-server.
If it works well, I could enter the development of multiplayergames for 3dGS again.
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Re: Online Dll in the Works
[Re: Damocles]
#75900
05/29/06 18:25
05/29/06 18:25
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Joined: Sep 2005
Posts: 514 USA
Gho5tFac3K1llah
OP
Developer
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OP
Developer
Joined: Sep 2005
Posts: 514
USA
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Quote:
Heh this thread puts my thread ( http://www.coniserver.net/ubbthreads/showflat.php/Cat/0/Number/658627/an/0/page/0#Post658627 ) in totaly useless perspective. If you can contribute network plugin without having problems like i do described in above thread, I should probably do it also?
Btw my lib is using UDP, so people will be able to pick their favorite thing ![](/ubbthreads/images/graemlins/smile.gif)
You can do whatever you feel like doing .
Quote:
The main point for me would be the ability to send variable-arrays and strings to specific clients in the list, or all of them. And infos, wich packets where droped/late.
This will surely be possible But I don't know if I could do the packets thing. But you never know .
Quote:
If you could also implement the feature to start a number of client-server conections paralel, it would be a nice method to create a multi-server system, where some servers are clients of a main-server.
By this, do you mean have a single computer be a main server, whereas you would host a game that actually just connects you to a different port of the main server? Because honestly I really don't know what you mean.
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