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[gameprogrammer] Re: Multiplayer networking advice





If you have any further specific queries feel free to fire them my way. i have worked with both berkeley and winsock sockets before.
 
Best regards,
Shaun





> Subject: [gameprogrammer] Re: Multiplayer networking advice
> From: greyhill@gmail.com
> To: gameprogrammer@freelists.org
> Date: Mon, 28 Jan 2008 00:40:43 -0500
>
> If you're just starting with C/C++ databases, you might want to take a
> look at SQLite ( http://www.sqlite.org/ ). It's really fast, not hard
> to use, and doesn't require an extra daemon/lots of configuration.
>
> On Sun, 2008-01-27 at 21:33 -0500, Taylor Peterson wrote:
> > > Would this be for security reasons, to know what IP's have logged in
> > > for each account? If you know how to use a database (or feel like you
> > > want to try!) that may be a good place to log the ip address info
> > > since it handles the storage in memory / to files issue for you. You
> > > could also store login information and even maybe player data in the
> > > database tables, which would give you a neat interface to be able to
> > > quickly update or search through your data.
> >
> > Well.. I meant to keep a list of IPs to send data too with it. Like
> > whenever data is sent, the server looks at that list then sends the
> > data to each IP on that list. But I see what your saying with
> > threads, although my knowledge of threads is a bit limited; I'm heard
> > of them but have not really gotten into using them.
> >
> > I know databases, but I've never used them with c or c++ only php.
> >
> > So I guess I'll go into looking up threads.
> >
> > On Jan 27, 2008 8:07 PM, Chris Nystrom <cnystrom@gmail.com> wrote:
> > >
> > > On Jan 27, 2008 6:56 PM, Alan Wolfe <alan.wolfe@gmail.com> wrote:
> > > >
> > >
> > > > TCP/IP vs UDP
> > > >
> > > > If you don't know the difference between TCP/IP and UDP, TCP/IP is
> > > > reliable transmisions while UDP is not necesarily reliable, but is a
> > > > lot faster with less overhead. If you have things in your game that
> > > > if the information doesn't get to the player on a rare basis you'd be
> > > > ok with it, you might want to check out using UDP for those thing, and
> > > > using TCP/IP for the things that really really matter. You can
> > > > squeeze a lot more network preformance out of your game that way.
> > >
> > > I have found that UDP is a little more difficult to work with. I think
> > > going straight to UDP might be a premature optimization. I suggest
> > > keeping it simple and start with TCP and then if you have performance
> > > issues, try UDP to see if it helps.
> > >
> > > Chris
> > >
> > >
> > >
> > >
> > > ---------------------
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> > >
> > >
> > >
> >
> >
> >
>
>
> ---------------------
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>



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Hey Taylor,
 
For the network low level side, you may wish to have a look at the samples and documentation listed in the links below, they are not game oriented but give you an indication of how to implement a multithreaded server and client in c, for establishing a TCP or UDP connection ( as talked about by Alan).  The site is based about Winsock v1.1 and v2 which as far as i am aware only work on a windows based operating system. However, it is designed to operate in a similar manor to Berkeley sockets which are "standard".
 
http://www.sockaddr.com
 
http://www.sockaddr.com/ExampleSourceCode.html 
( in particular stream.zip, which looks at a very simple server client system and 
HTTPmt.zip demonstrating a multithreaded server)