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is it feasible to run this over a network?  or would both copies have to be run on a
dual-processing machine to keep the latency between the two low enough?  I don't know
much about multi-threaded programming, but it seems like if the two servers weren't
running in near-perfect synchronization you would have a lot of slowdown and errors and
stuff...a LAN connection seems slow/unreliable...

Adam

botman wrote:

> > The only network controll you have to bulid is the one between the server,
> > but the part about loseing voice is true if the servers are deadicated. So
> > if a monster or a player moves this happens:
> >
> > entity id and now pos -> the "client" server -> the "client" server�s
> > players
> >
> > and if the "client" server�s players move:
> >
> > the "client" server�s players pos -> the "real" server -> the real server
> > clients
>
> I think I misunderstood what your original message proposed.
>
> I believe what you are suggesting is to create a network layer between 2
> servers (each of which has 32 players).  When a player joins one of the
> servers, a network message is sent to the other server to create a virtual
> player on the other server.  Player movements and button presses are mirrored
> from the server the player is actually connected to over to the server running
> the virtual version of this player.  Thus you have the appearance of 64 players
> on a single server (when in reality only half of them are real players and half
> of them are, in effect, monsters).
>
> This should work fine as long as you don't want client prediction (since that
> is handled within the engine and not by the MOD DLL code).  Also you would
> probably need both servers physically located on the same LAN since any network
> lag between these servers would be added to the actual network latency between
> the server and the client (i.e. the client on server A would move and it's
> origin would be updated 100 ms or so later on server B, but the player (on
> server A) isn't really located at that position anymore since during that 100
> ms they have moved to a new position).
>
> It might be interesting to see to what an absurd level this could be taken by
> networking 8 or 10 servers together (each creating virtual copies of players on
> the others).  You'd be limited by the number of entities a server can support
> (I seem to remember this being 350 but that might be a limit of something
> else).  So with 10 servers you could conceivably run 320 "players" in a single
> server?  Now all you have to do is start creating the network specification for
> the communication layer between these servers and try it out.
>
> Jeffrey "botman" Broome
>
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