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879080 Posts in 32958 Topics- by 24353 Members - Latest Member: kanki

May 23, 2013, 07:59:06 AM
TIGSource ForumsDeveloperTechnical (Moderators: Glaiel-Gamer, ThemsAllTook)Matchmaking Server
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Chromanoid
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« Reply #15 on: June 22, 2012, 02:05:18 PM »

Interesting talk about the match making server architecture of LoL http://www.infoq.com/presentations/League-of-Legends

Many commercial game server systems offer lobby functionality or tutorials for this, maybe you can find some tutorials about matchmaking too. you might want to look at smartfox or photon server. photon has an offer with hosting (it's called photon cloud).
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Graham.
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« Reply #16 on: June 22, 2012, 09:16:18 PM »

Sending people around isn't a big deal. Have some servers that act as masters. Have a client try to connect to one in the list, just iterating through them, taking the first free one. Have the master send the client to a server that can handle the load. When a server stops hosting stuff it reports to one of the masters. The masters all communicate.

That's the whole thing. You only need one master if your user-base is small.

The hard part in networking is reducing the necessary shared data to a very small amount and managing to carry a game on even if the stream hiccups. That stuff is like a million times harder. That's where all the work comes in.

Also, finding good matches is hard too. I still think its too much work to find a good server for games like Counter-Strike. Starcraft auto-matches but it's kind-of soulless, though it beats the nothing from before.

There should be some way to find a way into an interesting game that suits my skill level but is always a partial reflection of the type of match I feel like playing. Sorted lists are not the solution to this.... What we have is like browsing for books in a pile. Not cool.

Client - the players machine
Server - some server that hosts an online match
Master (Server) - a routing station that gets clients to "servers".

(I could have picked better terms)
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