I would ditch the globulation.org domain name. Or better yet, sell it off on ebay.
The YOG server is hosted alongside the web server. I'm more inclined to say that the crashes are the result of bugs, despite how much testing I've done on the server. The current network layer channels everything through the server, and through hosts called "Routers" which can plug into the server automatically. The server will delegate the routing of games to the routers, and hosts a router itself. Routers can be started with an option to glob2 (see glob2 --help). There is no P2P mesh, and there is no host-based routing. There is decent class level documentation for all classes involved in the network code. Almost all networking related classes start with either Net, YOG, or LAN. If you want a basic overview of the system, I can give you one here. The NetConnection class is our wrapper over basic sockets, with NetMessage being part of this wrapper that allows consistent serialization and deserialization of net messages. They go through TCP and as such are queued in order. There are some data classes in YOG, which don't function as anymore then containers of data. These include YOGPlayerPrivateInfo, YOGPlayerStoredInfo, YOGPlayerSessionInfo, YOGMessage, YOGGameInfo and others. YOGServer is the server class. It delegates a lot of its duties to other classes, including YOGServerGame which represents a single game on the server, YOGServerAdministrator et all that handles admin commands and moderator commands (like .reset_password or .ban), classes like YOGServerMapDatabank which handles the maps stored on the server, or YOGServerPlayer which represents a player connected to the server. YOGClient is the main client class, which also delegates a lot of things to other classes. Some of the delegated classes include YOGClientMapDownloader and YOGClientMapUploader, which handles downloading and uploading maps to the server respectively, YOGClientBlockedList which simply maintains a list client blocked players in the chat rooms, YOGGameListManager which keeps track of the list of games that the player can join, and YOGClientCommandManager which handles client-end commands that the user can enter. Anything with the word Screen at the end of it represents one of the GUI screens in YOG. YOGServerRouter et all are classes that handle the delegated system of routing. All routing is done through seperate connections on a seperate port address to the routers. The server automatically assigns a router to every game, counting itself as a possible router. While the system could probably be done with a lot fewer classes, the delegated system allows each sub system to expand independently, allowing the rapid production of new features without the system being error prone, due to the ease of maintenance. (however it seems the system is highly buggy in practise, this certainly isn't intended) On 5/19/09, Kyle Lutze <[email protected]> wrote: > I have several questions so I'll just bullet them > > * I own the domain globulation.org (not globulation2.org). Do we want to > keep it and point it to globulation2.org or should I let it expire? > > *Is the yog server currently hosted on the same system as > globulation2.org? It seems to disconnect everyone and/or crash > semi-frequently to the point where it's annoying so I'm curious if it's > a network issue or YOG server issue. > > *can anyone diagram how the current network layer of glob2 works? > specifically, does all traffic go through YOG during a game or does the > host become the point for all traffic or is a sort of p2p mesh? > > *is there documentation somewhere about the current network layer? > > Kyle > > > > _______________________________________________ > glob2-devel mailing list > [email protected] > http://lists.nongnu.org/mailman/listinfo/glob2-devel > -- Extra cheese comes at a cost. Bradley Arsenault. _______________________________________________ glob2-devel mailing list [email protected] http://lists.nongnu.org/mailman/listinfo/glob2-devel
