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Online Dll in the Works #75891
05/28/06 16:43
05/28/06 16:43
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
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.

Re: Online Dll in the Works [Re: Gho5tFac3K1llah] #75892
05/28/06 16:46
05/28/06 16:46
Joined: Mar 2003
Posts: 569
FRAJO Offline
User
FRAJO  Offline
User

Joined: Mar 2003
Posts: 569
Sounds good.
Do you use TCP or UDP?

And what about entity handling?

Keep it up!


------------------------------------------- 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
Re: Online Dll in the Works [Re: Gho5tFac3K1llah] #75893
05/28/06 16:50
05/28/06 16:50
Joined: Jan 2004
Posts: 2,013
The Netherlands
E
Excessus Offline
Expert
Excessus  Offline
Expert
E

Joined: Jan 2004
Posts: 2,013
The Netherlands
This sounds great! Are you planning on releasing the source code? I would be particularly interested in seeing the source code.

As a request I'd have a switch between UDP(SOCK_DGRAM) and TCP(SOCK_STREAM).

Re: Online Dll in the Works [Re: FRAJO] #75894
05/28/06 16:51
05/28/06 16:51
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
Quote:

Do you use TCP or UDP?



This dll uses TCP/IP.

Quote:

And what about entity handling?



I'm not too sure what you mean by this.

Quote:

Are you planning on releasing the source code? I would be particularly interested in seeing the source code.



I'm not too sure on this one yet. Maybe I will. But I'm not positive.

Quote:

As a request I'd have a switch between UDP(SOCK_DGRAM) and TCP(SOCK_STREAM).



I'm not sure if the WinSock stuff I'm using supports UDP. But I do not know. I'd have to look it up. But anyways that would be a nice feature, wouldn't it?

EDIT:
I am doing some tests right now with firewalls to get this to work over the Internet and not just over a Local Area Network(LAN). If you want to help me run some tests, send me a PM.

Last edited by Gho5tFac3K1llah; 05/28/06 16:58.
Re: Online Dll in the Works [Re: Gho5tFac3K1llah] #75895
05/28/06 17:02
05/28/06 17:02
Joined: Mar 2003
Posts: 569
FRAJO Offline
User
FRAJO  Offline
User

Joined: Mar 2003
Posts: 569
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
Re: Online Dll in the Works [Re: FRAJO] #75896
05/28/06 21:05
05/28/06 21:05
Joined: Aug 2005
Posts: 1,012
germany, dresden
ulf Offline
Serious User
ulf  Offline
Serious User

Joined: Aug 2005
Posts: 1,012
germany, dresden
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.

Re: Online Dll in the Works [Re: ulf] #75897
05/28/06 22:18
05/28/06 22:18
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
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.

Re: Online Dll in the Works [Re: Gho5tFac3K1llah] #75898
05/29/06 11:08
05/29/06 11:08
Joined: Mar 2004
Posts: 277
Zagreb
R
r00tsh3ll Offline
Member
r00tsh3ll  Offline
Member
R

Joined: Mar 2004
Posts: 277
Zagreb
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

Re: Online Dll in the Works [Re: r00tsh3ll] #75899
05/29/06 11:29
05/29/06 11:29
Joined: Jan 2003
Posts: 4,305
Damocles Offline
Expert
Damocles  Offline
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Joined: Jan 2003
Posts: 4,305
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.

Re: Online Dll in the Works [Re: Damocles] #75900
05/29/06 18:25
05/29/06 18:25
Joined: Sep 2005
Posts: 514
USA
Gho5tFac3K1llah Offline OP
Developer
Gho5tFac3K1llah  Offline OP
Developer

Joined: Sep 2005
Posts: 514
USA
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



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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