From: "Brad Wilson" <[EMAIL PROTECTED]> > Paul Mercer wrote: > > > Just as a side note DirectPlay can be troublesome if you are going to be > > running the game behind proxy/NAT/firewall devices. > > Really? You think opening up 1000 ports on your firewall is a potential > issue for some people? :-D > > </sarcasm> > > Honestly, DirectPlay is crap. Until they can lock the thing down, and > make it NAT friendly (and especially support more than one person behind a > NAT), I would stay away from it. Yes, it's more work, but for the game in > question (presumably turn-based, not real-time), it makes a heck of a lot > more sense to just use a single-port TCP connection anyway (which makes you > firewall friendly! yay! :). >
It's actually some kind of mix between turn based and real time. The units regenerate movement points each hour (about 3% of their maximum). The players can log in at any time and move and attack with their units. I haven't even looked at DirectPlay. The client first tries to connect with tcp remoting and if it fails it tries with Http. I'm not using any callbacks. Instead the server saves commands in queues for each active client and each time the client calls the server it will get back an array of commands (there's also a timer in the client that will poll the server for commands). Peter You can read messages from the DOTNET archive, unsubscribe from DOTNET, or subscribe to other DevelopMentor lists at http://discuss.develop.com.