[gameprogrammer] Re: Multiplayer networking advice

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)
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@xxxxxxxxx> To: gameprogrammer@xxxxxxxxxxxxx> 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@xxxxxxxxx> wrote:> > >> > > On Jan 27, 2008 6:56 PM, 
> Alan Wolfe <alan.wolfe@xxxxxxxxx> 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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