Author Topic: Networked Servers - Large Community  (Read 1900 times)

Baaleos

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Networked Servers - Large Community
« Reply #15 on: October 31, 2012, 01:33:10 am »


               Tested the data entry for the 'Add a Server' system.
Works well.

basically - it portals you to an area that is generated specifically for you, and inside this area
you can speak

servername:<the server name>
ipaddress:<the ip address>
port:<the port>
description:<short description>

followed by 'finished'

It then checks if the remote server is online, and if so  - it checks if its already added to the database (by ip address and port together)

If it is a brand new unique entry - it adds it to the database.

I didnt have any volunteers so I added Higherground Hub 1 - just to test it, and it seems to be working.

If they want me to remove it  - just let me know, figure the free advertising couldnt hurt, especially if it allows people to portal from my server to theirs.


Yeah- tested another 2 things.

Normal Portalling - yes, it can direct traffic to the target server- they wont have their character though - but its good for directing traffic.
Vaultster Portalling - Got this working between my main PW and TheHub - worked alot faster than I thought it would, litterally was 1 second and bam, was in my other server, with the character I made on the Hub.

Still lots of work to be done.

Note: The Server is still running the Vaultster version of code - so if you do try to test it out, it wont work for anything besides a vaultster enabled server, that has default password, and has 31.132.2.125 in its allowed dns list.
               
               

               
            

Legacy_ehye_khandee

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« Reply #16 on: October 31, 2012, 05:18:30 pm »


               

Baaleos wrote...

The WebService type setup I have - where I can actually call php webPages from inside the game, would be able to facilitate that sort of thing.

Eg:

The Hub calls its own PHP Page, which then calls the Server Owners PHP Page.
They can share data with eachother, and then the Hub php page would receive the output.

Here is a novel idea.
What about making it so that the php page actually downloads an ncs file from the destination server, which is then run on the player who is being translated/validated?


ALTERNATE METHOD: Set a variable on the PC - that ques the server they are entering to run whatever script THEY want on it - that way you don't have incoming .ncs anywhere.

Be well. Game on.
GM_ODA
               
               

               
            

Baaleos

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« Reply #17 on: November 01, 2012, 10:49:17 am »


               Setting a variable on the PC wont work - as Variables on PC's are stored on the running server, in the var table, not actually on the PC himself.
Thats why when the server turns off, and on again, they get wiped.

Could store them on an item in his inventory though.
               
               

               
            

Legacy_BelowTheBelt

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« Reply #18 on: November 09, 2012, 02:36:32 am »


               +1 vote for this.  Seems very complicated and I can barely wrap my head around how to control for all the ways that servers are unique, whether that be low/high magic, disabled feats, ELC, subraces, custom feats or skills, classes, etc...

However, I think it is a worthy idea and I'd be willing to support it.
               
               

               
            

Baaleos

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« Reply #19 on: December 31, 2012, 10:47:56 am »


               Necro-Posting:

FYI - TheHub server has been updated to make use of the NWN WebService API.
Any server posting to the new Master server, is now accessible from inside TheHub (game server)

Users can browse all Master Server game servers via conversation inside 'TheHub' and then portal to the place of their choosing.

Vaultster functionality has been disabled for the time being.
So for the time being - its just a case of portaling to the destination server - without bringing your character with you.

If anyone is interested in working on this project with me - let me know.

The end goal is to create a system where Servers can receive Character transfers from The Hub, and that each PW Server can have customized entry rules that must be passed before a Vaultster transfer is carried out.
               
               

               
            

Legacy_Rolo Kipp

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« Reply #20 on: December 31, 2012, 05:43:24 pm »


               <trying to be quick...>

I'm interested, B. Very.
But, as you know, busy all over the map. :-P
Still, I want to be involved and intend to help... somehow.
You're envisioning the entry rules as a filter? Not a translator?

<...rather than dead>
               
               

               
            

Legacy_henesua

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« Reply #21 on: February 19, 2013, 04:59:37 pm »


               Baaleos, would you be interested in joining our discussion over in Foundation?

We need to solve this problem as well. Our ideas are subtly different from yours. We prefer to have a peer to peer approach rather than a central hub, and to solve a great number of the potential downfalls via system design rather than technically, BUT regardless of these differences working on a system to translate characters between worlds is clearly a shared interest.

Your input is valued.
               
               

               


                     Modifié par henesua, 19 février 2013 - 04:59 .