hehe cheers fellas not gone totally, sure i'll be around here and there, me and 2 friends are creating a game using the unity3d game engine and using electro server backend to optimize the networking, we've been working on it everyother day for 2weeks now and we've made a login system that talks from the game engine upto the server and does a sql query to check it, uses a basic ingame gui to get the input data, so thats all working as we want atm, we have movement done 3rd person view and as many people as we want can login and be seen ingame and move around with collision, so its going pretty well so far, my attempts at modelling are much to be desired but i'm learning that as we move along so i can only get better, but its definatly fun to see what goes into making a game and theres definiatly a lot of hair pulling when things just don't go as you want debugging is a bitch. if we ever get a build that we keep for more then an hour i'll post one up sometimes when we have a chat system inplace
I made a server-client networking package (tcp) in java not so long ago
with an own RPC system, message queues with modifiable priorities for incoming and outgoing requests
on the serverside.
it also emulates client-client connection, but it goes through the server, because
it was intended to be a real money game, so safety was important.
They cancelled the job, so I kept the source for myself.
You can program the behavior either on server or client side, and the remote calls
can be called exactly the same way like in the case of local objects. You handle opponent's
player object in code exactly as yours.
You can do asynchron and synchron calls, like:
e.g. String oppName = table.getOpponentName(), which will block the execution until the server returns the value;
you can connect any of your objects to the framework, and you can control them with priorities.
e.g. player movement is priority 1, but chat text is priority 4. (now smaller is higher)
Its important to note, that if a high priority job is pending, the server keeps working with other requests.
It uses a threadpool, it is a robust thing.
The server communicates with an SQL server, where users' data are stored.
You still looking for help ? Or at least interested in the networking library I wrote ?
Creating a class with some remotely implemented function doesn't last longer than
implement those functions locally. The framework hides everything, you only have
to add an annotation to the interface to sign it goes through RPC .
One single annotation. safe and fast. i can show demo:p