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Author Topic: JGang development journal  (Read 25023 times)

MedO

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Re: JGang development journal
« Reply #45 on: December 09, 2009, 06:53:41 am »

http://lmgtfy.com/?q=NAT

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Is it possible to ever get a friends sort of service for gang garrison in the future?
Possible, sure. But I don't think I'll write it.
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UNDERWATER BASKETWEAVING

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Re: JGang development journal
« Reply #46 on: December 09, 2009, 08:58:15 pm »

Networking support 1: Basic Lobby system

As a first step toward networking support I'm writing some generic lobby server/client code. Much of the server code from GG2 can probably be kept, but the system will be expanded a bit to allow game-specific server properties and server-side filtering options.

This doesn't make for the world's best lobby system (for example, it doesn't have any social component like "friends", and it doesn't feature matchmaking/NAT punchthrough), but it's a first step and can be expanded later. Fortunately, the lobby functionality can be very well separated from the rest of the networking, so switching to a more powerful lobby system later should be a painless process for game developers.

A downside of the current GG2 lobby system is that the server code is a Java application that directly communicates via TCP and UDP, so it's not possible to host it on a cheap webspace with PHP and mysql. I'm currently considering to make the server interface HTTP-based instead, e.g. as a web service, which would allow implementing an alternative PHP solution. However, I'm not sure that the added complexity and communication overhead is worth it.

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Restrained Missing Name

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Re: JGang development journal
« Reply #47 on: December 09, 2009, 09:27:43 pm »

This sounds pretty cool.
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Maxaxle

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Re: JGang development journal
« Reply #48 on: February 08, 2010, 08:37:19 pm »

Networking support 1: Basic Lobby system

As a first step toward networking support I'm writing some generic lobby server/client code. Much of the server code from GG2 can probably be kept, but the system will be expanded a bit to allow game-specific server properties and server-side filtering options.

This doesn't make for the world's best lobby system (for example, it doesn't have any social component like "friends", and it doesn't feature matchmaking/NAT punchthrough), but it's a first step and can be expanded later. Fortunately, the lobby functionality can be very well separated from the rest of the networking, so switching to a more powerful lobby system later should be a painless process for game developers.

A downside of the current GG2 lobby system is that the server code is a Java application that directly communicates via TCP and UDP, so it's not possible to host it on a cheap webspace with PHP and mysql. I'm currently considering to make the server interface HTTP-based instead, e.g. as a web service, which would allow implementing an alternative PHP solution. However, I'm not sure that the added complexity and communication overhead is worth it.

ohboyohboyohboyohboyohboyohboyohboyohboyohboyohbo y
+agree
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[dead] Tarzan

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Re: JGang development journal
« Reply #49 on: February 09, 2010, 07:12:15 am »

> December 09, 2009
> February 08, 2010

lopl
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Maxaxle

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Re: JGang development journal
« Reply #50 on: February 09, 2010, 08:22:37 pm »

> December 09, 2009
> February 08, 2010

lopl
1. D'OH!
2. D: :cry:
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LULZ

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Re: JGang development journal
« Reply #51 on: May 10, 2010, 05:07:15 pm »

If you do decide to go with the "PHP" solution, I'd be more than happy to help. I don't think it would be that complex - in fact, IMO it remain simple and might even be more robust.
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MedO

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Re: JGang development journal
« Reply #52 on: May 13, 2010, 05:56:03 am »

The problem with a PHP based lobby is that it doesn't fit well into the current GG2 implementation, and since a GG2 port to any other platform still seems a long way off it wouldn't be useful to anyone right now. In the GM version, the server would have to send an HTTP request to the lobby every now and then, which apparently can't be done in a nonblocking way with 39dll. That's why I went for UDP originally, you can send UDP packets without blocking so the server won't get a tiny freeze twice a minute.

Also generally, sorry for the lack of progress. To prevent disappointments I'll stick to posting about stuff I did instead of stuff I plan to do for now. One new thing I made so far is a component that can read a Garrison Builder level and provide access to its background image, instance definitions and walkmask.
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PimpMasterGrand

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Re: JGang development journal
« Reply #53 on: July 28, 2010, 02:34:04 pm »

java? does that mean I can put it on my web site?
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Chicken Soup

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Re: JGang development journal
« Reply #54 on: July 28, 2010, 10:50:56 pm »

java? does that mean I can put it on my web site?
If MedO chooses to use the web Java service. That's what I've been able to gather from reading the thread, I'm not entirely sure.

I think he would have to program a bit more to have it compatible, but it's not impossible.

LULZ

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Re: JGang development journal
« Reply #55 on: July 29, 2010, 02:23:58 pm »

Are you talking about a Java Applet?

Yeah, there could be some security complications (applets are restricted from doing certain things for security) but I don't think it would be that much of a hassle.

Your visitors would have to agree to a security warning though (twice) I believe.
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notajf

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Re: JGang development journal
« Reply #56 on: March 08, 2012, 02:05:20 pm »

why is this in playable projects

I know this topic is 120 days old, but still
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MedO

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Re: JGang development journal
« Reply #57 on: March 08, 2012, 04:09:21 pm »

Dunno, maybe because I released a prototype at one point.
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Quote from: Alfred North Whitehead
It is the business of the future to be dangerous; and it is among the merits of science that it equips the future for its duties.

Quote from: John Carmack
[...] if you have a large enough codebase, any class of error that is syntactically legal probably exists there.

notajf

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Re: JGang development journal
« Reply #58 on: March 09, 2012, 10:41:33 am »

Dunno, maybe because I released a prototype at one point.
That's odd, because that alone shouldn't qualify it.

Not like it matters.
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Saniblues

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Re: JGang development journal
« Reply #59 on: March 10, 2012, 11:39:20 am »

Dunno, maybe because I released a prototype at one point.
That's odd, because that alone shouldn't qualify it.

Not like it matters.
Playable Projects ==> Ability to play project
Prototype ==> Semi-Playable to Playable build ==> Playable Project
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