It's done again.
Successfully gateway.
http://i.imgur.com/umlvY.jpg
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It's done again.
Successfully gateway.
http://i.imgur.com/umlvY.jpg
Gratz... any evidence of potential "lag" nicktte?
I would assume that any such Proxy would expect to be run local to the actual server... which is why I don't think it should produce lag.
Of course, the proxies which increase performance usually do so by caching popular requests for static data in a faster store, which isn't very practical for PT I think. But I don't see that it should add considerable lag.
I need to try on a bigger server, but i dont think that it'll add considerable lag as you said.
With help of Price i added two options (Kick and send message) and it's working ok.
The good thing of the gateway is the packet handle utility, this brings a lot of oportunities.
I'm a little bit skeptical. until I see such a thing in a big server, I'll keep thinking it wont be good. however, a winsock hook server-side in my POV would be better.
Unless ofc its well codded. anyways, we cant know anything for sure until it's done and fully tested.
Without empirical data, scepticism is all you can have. But you do know that every pixel of your Ubuntu desktop is transmitted to the X-Server via the TCP/IP stack to the localhost, probably via a desktop compozitioning "proxy" such as Compiz Fusion. ^_^
Each extra task the hardware is asked to perform is going to increase "load" on some portion. The question is whether that load would result in "lag".
I agree with Nicktte, however, that an efficient and extensible proxy could have many more applications than the one posed by gzuz.
- Encryption
- Compression
- Packet Globbing
- Multiplexing
- Externalisation of crafting
- External implementing of Phoenix pet
- Implementing new NPC classes
- Clan warehouse NPC?
- Auction house NPC?
- Implementing new monsters with new AIs
- Gradually replacing all server functions with open source alternatives, while still having the original code base to fall back on
- Logging and reporting
- Auto kick
- Auto ban
- World instance merging, or splitting
- Voice chat aggregation
- World / Clan MOTD
- Team arena PvP with open chat within teams and opposition chat hidden... attacks in the reverse (if you like that sort of thing)
All of this, I'm sure would be possible. If even some of those things could be achieved by RZ members, such a project would outweigh most conceivable shortfalls. Unless it makes the server "as stable as an Italian taxi driver stuck behind two old Nuns in a Skoda."
I apologise to any Italians, taxi drivers, old people and Nuns for the slanderous generalisations in the quote from the popular comedy television series "Red Dwarf"... but I don't regret it. :ott1:
Split, since we are now, definitely off gzuz original topic, and this has become a development in it's own right. :D:
Definitely a lot of value can be added to the game through the use of a well-developed proxy :thumbup1: I don't think it would add a noticeable lag, but that's purely conjecture on my side.
@nicktte would it be possible to look at the source of this project? id very much like to see how it works and possibly develop along side you.
Well... no.
I'm using some codes from Price emulator (decrypt packet) and he asked to not sent this to anyone.
But it's pretty easy to do. Work with sockets.
The Gateway socket will listen to every new connection and attach it to a new class that will have 2 sockets. The new connection accepted will be the Client <-> Gateway connection, then you'll have to connect a new socket to Server <-> Gateway connection. Every thing that you receive from client, you sent to server and vice versa.
Its only reading packets now or is it doing something more?
Manipulating data etc. ?