Difference between revisions of "GenServ"

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[uint8:kMsgType_Welcome] [uint32:ownid] // s->c server sends this as reply to kMsgType_Welcome
 
[uint8:kMsgType_Welcome] [uint32:ownid] // s->c server sends this as reply to kMsgType_Welcome
 
[uint8:kMsgType_Quit] // c->s client sends this before termination, for faster timeout ?
 
[uint8:kMsgType_Quit] // c->s client sends this before termination, for faster timeout ?
[uint8:kMsgType_Ping] [uint32:ackid] // s->c c->s client replies with kMsgType_Ping
+
[uint8:kMsgType_Ping] // s->c c->s client replies with kMsgType_Ping
 
</pre>
 
</pre>
  

Revision as of 11:06, 15 August 2011

udpserv

typedef enum {
	kMsgType_Undefined = 0,
	kMsgType_NormalUDP = 10,
	kMsgType_ReliableUDP,
	kMsgType_Ack,
	kMsgType_JoinRoom,
	kMsgType_LeaveRoom,
	kMsgType_Hello,
	kMsgType_Welcome,
	kMsgType_Quit,
	kMsgType_Ping,
} eMsgType;

[uint8:kMsgType_NormalUDP]		[uint32:to]...data...									// c->s s->c
[uint8:kMsgType_ReliableUDP]	[uint32:ackid][uint32:to][uint32:interval]...data...   	// c->s s->c will be resent until acknowledged, might arrive multiple times
[uint8:kMsgType_Ack]			[uint32:ackid]...data...								// c->s s->c data optional, e.g. roomid for join
[uint8:kMsgType_JoinRoom]		[uint32:ackid][str:roomname]							// c->s ack with data=roomid
[uint8:kMsgType_LeaveRoom]		[uint32:ackid][uint32:roomid]							// c->s
[uint8:kMsgType_Hello]							// c->s client sends this, answered by kMsgType_Welcome 
[uint8:kMsgType_Welcome]		[uint32:ownid]	// s->c server sends this as reply to kMsgType_Welcome
[uint8:kMsgType_Quit]							// c->s client sends this before termination, for faster timeout ?
[uint8:kMsgType_Ping]							// s->c c->s client replies with kMsgType_Ping

comparison with irc

  • similarities :
    • channels
    • pms
  • differences
    • minimized delay : made realtime game data communication
    • channel meta / mailboxes : larger messages (avatar pictures, maps) can be stored in server-side database and requested by id


reliable udp

<ghoulsblade> für ne reine udp brauchen wir noch confirm nachrichten
<ghoulsblade> und config für resend-interval und timeout
<ghoulsblade> evtl regelmässige roundtrip-time messung für dynamischen resend interval, damits so schnell wie möglich resendet wird bei störung aber nicht immer doppelt geschickt wird wenns keine störung gibt
<ghoulsblade> vll sogar 2 typen von reliable
<ghoulsblade> fast auf kosten von bandbreite und slow mit mehr längerem interval

notes

  • website doc : optimized for game-jammers : api provided by lib first, technical internas later, not interesting, e.g. id resolve capsuled ?
  • udp : ordering-group id ? ordered but unreliable, option to automatically get latest successfully transmitted in group.
<ghoulsblade> z.b. wenn client jedes frame die eigene position broadcastet,  api packt automatisch ne nummer dazu
<ghoulsblade> ne aufsteigende nummer, mit jedem broadcats um 1 erhöht
<ghoulsblade> und man kann dann auf empfängerseite immer das letzte abrufen. wenn eins verspätet ankommt und man schon ne neuere nummer hat, wirds verworfen