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1037613 Posts in 41915 Topics- by 33525 Members - Latest Member: sueds

August 31, 2014, 02:25:20 AM
TIGSource ForumsCommunityCompetitionsVersus (Moderator: Melly)Networking Solutions or: How Do I Play Over The Tubes?
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Lightnix
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« Reply #15 on: January 17, 2011, 10:46:33 AM »

Although I think thinking about the actual network solution would probably be a better idea after actually deciding what it is I'm going to make, if I go for a two player game I think I'll go the route of having a HTTP based lobby and then just implement the simplest possible P2P solution (probably just using TCP) I can think of. It saves having to use a real server at least.
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SophieH
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« Reply #16 on: January 17, 2011, 11:19:35 AM »

to unity users: I haven't yet looked into Player.IO, but don't forget unity technologies let your games use the unity master server free, so your online game idea might work already without you having to fork anything out.

relevent unity tutorials and docs:

I'd love to say "if you have any issues just ask me" but sadly I've never got any communication between non-local game clients before. each time I get that far I get confused by having to set up port forwarding and that kind of stuff, my fault and not unity's, but maybe this compo will encourage me to figure it out, I know Terry already did something like that with the router anyway so maybe I'll bug him if I come up with an online idea.

anyway, I hope that's helpful to someone, the first link I highly recommend btw Smiley
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knight
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« Reply #17 on: January 17, 2011, 11:40:51 AM »

For gm users I would recommend looking at the 39dll for networking.
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John Sandoval
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« Reply #18 on: January 17, 2011, 11:43:40 AM »

For gm users I would recommend looking at the 39dll for networking.

Checking it out now.
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« Reply #19 on: January 17, 2011, 12:30:42 PM »

This thread looks to be very helpful.

I don't know much about developing networked games, but I do have a suggestion/concern.
Perhaps games requiring use of some ports to be standardized (all using the same port number) or configurable (can change the port number to what ever the player/host desires), that way players don't have to forward a different port for each game on their router.
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« Reply #20 on: January 17, 2011, 12:49:58 PM »

Quoting this exchange from the Technical forum at Melly's semi-urging.

I'm no expert in this networking nonsense (I took a cisco networking class at one point but it was the very basics...), but I was experimenting with raknet a while back (w/ C++) and it seemed to work alright...

For this compo I think I'll be trying boost.asio, since it's nicely cross platform-like and it doesn't look that hard to get some simple packets thrown about.

Riley: Boost.asio is really conceptually cool and feels so natural to program but debugging it is deep hell.

My advice: Go ahead and use it, but whenever you create a new callback, document somewhere (just write down in a file or a comment or something) who issues the callback and who consumes it and why. Asio makes it easy to wind up in the debugger staring at the inside of a bind()ed function, and just sort of lost trying to remember "who called this again?". Also: I hope you are very comfortable with the use of smart pointers.
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« Reply #21 on: January 17, 2011, 12:59:07 PM »

This thread looks to be very helpful.

I don't know much about developing networked games, but I do have a suggestion/concern.
Perhaps games requiring use of some ports to be standardized (all using the same port number) or configurable (can change the port number to what ever the player/host desires), that way players don't have to forward a different port for each game on their router.

Seconded. This would be nice.
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Sos
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« Reply #22 on: January 17, 2011, 01:04:45 PM »

C/C++ guys:
RakNet - RakNet is easy as fuck and will get you going in no time. The indie licence for 3.x is free (you can get 3.x versions from the forum). Examples are plain and simple, you should take a look at the chat client/server example to get the idea. Getting this to work is basically 15 lines of code, no matter whether you're doing client or server. ALSO, it's P2P architecture, so whether you want client/server or p2p or both is up to you. I use it every day in work, and LOVE IT!

JavaScript/Canvas guys:
PusherApp - this let's you interface via network with just several lines of JS code, It's also free and the beta just ended. Guys making this are cool and prone to support.
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J. Kyle Pittman
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« Reply #23 on: January 17, 2011, 01:08:56 PM »

This thread looks to be very helpful.

I don't know much about developing networked games, but I do have a suggestion/concern.
Perhaps games requiring use of some ports to be standardized (all using the same port number) or configurable (can change the port number to what ever the player/host desires), that way players don't have to forward a different port for each game on their router.

Seconded. This would be nice.

Thirded. I'm planning to roll my own solution and let the host pick the port, but if we decide on a standard, I can default to that for simplicity.
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Ashkin
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« Reply #24 on: January 17, 2011, 01:09:14 PM »

I use Player.IO for my Flash games, and it works great! If you're working on a game in Flash CS or Flex, Flixel/FlashPunk, and are having trouble getting it up and running, just gimme a ping and I'll help ya out.

It's got great online documentation and tutorials, though, so make sure to tap that!
I'll be sure to keep that in mind, Chevy, thanks :3
Seeing as I have NO IDEA how ANY of this works.
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Accidental Rebel
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« Reply #25 on: January 17, 2011, 01:14:43 PM »

Quote
JavaScript/Canvas guys:
PusherApp - this let's you interface via network with just several lines of JS code, It's also free and the beta just ended. Guys making this are cool and prone to support.
They have a free option but with a maximum of 5 connections only. :c

I wonder if there are any options with Canvas and Javascript. Will check. :D
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Riley Adams
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« Reply #26 on: January 17, 2011, 01:17:42 PM »

Quoting this exchange from the Technical forum at Melly's semi-urging.

I'm no expert in this networking nonsense (I took a cisco networking class at one point but it was the very basics...), but I was experimenting with raknet a while back (w/ C++) and it seemed to work alright...

For this compo I think I'll be trying boost.asio, since it's nicely cross platform-like and it doesn't look that hard to get some simple packets thrown about.

Riley: Boost.asio is really conceptually cool and feels so natural to program but debugging it is deep hell.

My advice: Go ahead and use it, but whenever you create a new callback, document somewhere (just write down in a file or a comment or something) who issues the callback and who consumes it and why. Asio makes it easy to wind up in the debugger staring at the inside of a bind()ed function, and just sort of lost trying to remember "who called this again?". Also: I hope you are very comfortable with the use of smart pointers.

Thanks for the heads up, I'm aiming to keep it pretty simple and I'll definitely document everything, so hopefully I won't end up with too much in the way debugging headaches... (heh, probably wishful thinking, but ah well it'll be a learning experience).

Worst comes to worst I'll use raknet, which seemed to get the job done. Speaking of; Raknet peoples: Does it work on OSX? (I know it supports win/linux officially, but I think it might also be possible to compile on OSX?)
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« Reply #27 on: January 17, 2011, 01:41:31 PM »

If you have your own server box, I can totally vouch for Smartfox server. The free version (community version) supports 100 concurrent users and they have apis for flash, unity3d and iphone

http://smartfoxserver.com/2X/index.php

I've used it in flash games and a unity project, the API's really are very easy to use. The only drawback is having to find your own server to use.
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Melly
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« Reply #28 on: January 17, 2011, 01:44:24 PM »

I know jack shit about port forwarding, so if you guys can guide me I could organise, i dunno, a poll to decide standard ports to use?
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« Reply #29 on: January 17, 2011, 01:54:09 PM »

I've begun to dig in to Player.IO, and god damn all of this latency state updating nonsense is just NOT fun.
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