mh.. thanks for the feedback.
first, the network layer in this messenger is not ready yet, it will come
with the next oder overnext release till end of the year, It would be pretty
good, if someone is having a look sometimes.
If then the layer is in, then the usage has to be improoved, would be cool,
if you could have a look as well.
If you see now not well maintained things, please feel free to post it into
the bug forum.

Second, how to handle a game launch and to integrate the gamesever is
adjustable, I/the project do(es) not have one queens road for that.

I see this way: One of the friends in the friendslist is installing the
gameserver (e.g. me).
then all other friends in my friendslist could be invited (in the rs
groupchat room or the personal chat window) to play the game,
Then a console command is launching the game and the IP adresses are
overgiven to the users automatically by the messenger.

There is as well another option, that the game is restructed, that EVERY
peer is able to initiate a game and act as a server, this depends on
architecture, on ping time and if there are multiple games playable.

As well there is the option, just to overgive the IP adress, second, the com
layer of the messenger is encrypted, this means, all friends play over the
encrypted channel from friend to friend.
This has the advantage, that there is no need to forward the ports.

This depends as well, if you want to play with unknown peers, or if you play
with known friends only,
But: As it is a friends to friends web of trust network, you see in the
network tab, if there is a friend of a friend, who has approved you (with a
different colour) so that you can approve as well.

So it is an optional solution, of course the old way to get to peers over IP
and a different port (which then has to be forwarded by the server
maintainer) is as well possible still.

What functionality actually has the server software? Just IP handshaking or
as well random delivery of the storyboard? Could that be integrated into
each peer, so that there is ONE player, who is starting the game with
friends (and friends (unknown peers) over other Ip-Ports channel can join as
well) and acting as a server?
Is the server needed on a dedicated server? or would at home be possible as
well? dunno.. I am not a game-geek, just wanted you to point to the new
messenger and maybe thinking with you, how an architecture could be built as
a reference model for other games.

Think as well, that is is not bad, to have the friends in a friendslist over
this game, you can bring them from a lanparty to you at home.. so please
think about an integration of the messenger into your installer optional.

connecting and starting the game in 2 steps is ok, and just needs two
buttons in the groupchat room of the messenger plugged in?

here are the benefits:

(1) The idea is, to bundle the Messenger to your game installer.
(2) Then you can use it additionally to get the Users and servers IP adress
for the game modus,
which is 2-player or multiplayer...
The benefit is these:
- all friends of the game are in my messenger
- automatically I get the IP adress of the friends
- no need to forward ports (if the com layer api sdk from retroshare is
used).
- talk and chat with friends
- good synergies on distribution, as friends of friends can approved out
from the network tab to friends tab.

Thanks Mike


2007/11/25, Soliton <[EMAIL PROTECTED]>:
>
> On Sun, Nov 25, 2007 at 02:58:39AM +0100, Michael Schmidt wrote:
> > The goal is use the messenger for networking people. Networkign is mroe
> than
> > chat, and to overgive the IP adresss of the clients automatically, and
> not
> > manually by entering the IP of the server or other clients.
> > Furthermore users do not need to forward ports anymore, if the RS com
> layer
> > is used.
> I assume you refer to the built-in simple server. However it's not
> very well maintained and I'd guess quite rarely used. The usual method
> of playing games online is via the dedicated wesnoth server - wesnothd.
> With that in mind I don't see how an integration would work or be
> desirable.
> With the simple server in mind it could work but 1) as said it's not
> very well maintained (ie less features some, stuff is broken); 2)
> currently you can't start wesnoth and create/connect to a multiplayer
> game in one go.
> Admittedly 2) wouldn't be a bad feature to have though.
>
> > Third, the messenger is a social network, which allows to build a
> userbase
> > for the game over friends of friends, so a good effect for the
> disribution.
> I don't see how a userbase of "friends of friends" is better than what
> we currently have on the official multiplayer server(s).
>
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