alask <<
the "original-account server mention" was about shit way back. before much of what's there was done.
we all know the account server has to be loaded with more and more stuff if it's gonna coordinate multiple gameplay servers. yes it handle master server queries. which is ithink where we're diverging, but i think it's needless. i agree with you in large.
since you're concerned about log on/off traffic, i was mentioning you can have a separate master server machine somewhere else, that everyone can share.
server list query in itself doesn't need any knowledge of anything game related, other than what IP's are servers. also, if heartbeats ID themselves by some group #, the master server can tell which ip's are in a cluster, and relay that info to the requesting client.
a) take a load off the account server
b) account server would be dedicated to a single modification instance
in any case, it's not important. a server query compared to playtime, is only a moments disruption. and i bet most people will have their favorites that they go straight into without querying anything. so the account server can easilly be a master server as-is
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can you clarify something?
you say what i mention is bad : (i did say this, but not as a requirement, it's a description of the worst-case clause)
"Someone is playing.
Logs to go get the door.
The character is saved to the Account server.
The person logs back on
The character is uploaded.
"
you suggest:
"
The player logs
The account server stores his last played server.
If he connects to that one it goes straght in.
If he connects to another one, then it tells the last server to send the char to the new one.
"
and state :
"Your idea of storing the character on the HD aswell is good"
i thought that's what i was talking about with the mf5's.
like :
*log off, gameplay server saves char to account server.
*log on, gameplay server sends an md5 of its 'local save-data about you' to the account server.
*account server only sends a save back to gameplay server if it's own md5 is not a match. (account server has the god-save so to speak, for logon purposes)
*then gameplay server asks you for an md5 of your local save data
*overwrites your local save with its local save data if your save-md5 and the gameplay servers save-md5 are not equal.
So long as you play on the same server, you will never download a save. you'll have the same info as the game server, which will have the same info as the account server.
you'll only need to get a save when there is a mis match somewhere in the chain of things. at which point, the account server save is 'the god save'.
we're talking about the same thing basically aren't we... ?
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also, saves don't have to be huge.
in single player a save is a save of everything.
in multiplayer, saves are VERY different.
player saves only have info on your particular ship
-location
-kills
-inventory
-equipped items
-ship model
-player name
-player money
system saves (that the gameplay server saves for its own use) have info on the game state
-systems
-system stations produce stocks
-system stations materials stocks (for making produce)
-system ownerships
-AI fleet locations
-active available missions
-system station produce prices
the player is fed system info on demand.
he knows nothing of what prices there are, until he goes to the buy/sell screen.
at which time, he's sent info about the prices of the place he is currently viewing.
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about the step count, i concede. have a max_out_of_synch_time or something... like a 5 steps in UO. might as well not let someone fly off into oblivion while they have no connection at all (basically).
warbirds let you fly off into oblivion... but i think they just didn't care. in a deathmatch ww2 flight sim you just respawn... no big loss if you lag out and die.
can i suggest invulnerability after you exceed your time step and are paused? (so you dont get ass raped while you can't do anything about it).
-scheherazade