Hi everyone,
I've been searching through the forums but couldn't find an answer to my problem/question:
I'm currently planning an arena based game with a main lobby as the entrance point for the player. Each arena should hold up to 64 players playing one specific game. The structure itself compares to the masterserver/dedicated server structure of todays Online shooters.
Ideally, I want to run 2-3 instances of a unity implementation of my game (unity headless client acting as a server doing various calculations) per physical server. Those "masterclients" connect to a central SFS holding a list of all those games. The player connects to the SFS and get's the list, selects one game and get's "redirected" to that game.
What would be the best approach to realize this with SFS?
My understanding is that I would have to create one game room per server instance, and internally hand the players into that room. But that would mean that all messages for that game run through the central SFS.
I'ld like to scale up when necessary, adding new servers when needed and they "just show up" on the masterserver, when the "masterclients" connect to the masterserver.
Best regards,
Stefan
Masterserver and gameservers
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
Hey hey
SFS was never meant to be used as master server. They are the actual game servers - so what you are trying _can_ work, but seems a little like overkill using SFS for (if I understood it correct).
That said, you can simply have a single zone set up as "master server" and when some client wants to connect, then use standard Unity networking to connect directly to the game instance.
But if thats what you want to use SFS for, why then not simply use the Unity master server?
/Thomas
SFS was never meant to be used as master server. They are the actual game servers - so what you are trying _can_ work, but seems a little like overkill using SFS for (if I understood it correct).
That said, you can simply have a single zone set up as "master server" and when some client wants to connect, then use standard Unity networking to connect directly to the game instance.
But if thats what you want to use SFS for, why then not simply use the Unity master server?
/Thomas
Interesting question! I found this thread searching for infos on a similar issue.
We are using 4+ Sfs instances, each one handling around 600 player. Going over 800something player in a single server causes a sudden increase in cpu load.
We wanted to do a similar design to the first question, that is, handle the login and lobby in one instance, and then have the games created and played in other instances. That way, we can remove the game complexity from the Main server, so it will handle all the visitors, and then distribute the game servers on different machines, since the users wont notice them.
Question is, is this design possible in smartfox? can one server becomes a client for another smartfox server (in order to share the games lists and users list)?
We are using 4+ Sfs instances, each one handling around 600 player. Going over 800something player in a single server causes a sudden increase in cpu load.
We wanted to do a similar design to the first question, that is, handle the login and lobby in one instance, and then have the games created and played in other instances. That way, we can remove the game complexity from the Main server, so it will handle all the visitors, and then distribute the game servers on different machines, since the users wont notice them.
Question is, is this design possible in smartfox? can one server becomes a client for another smartfox server (in order to share the games lists and users list)?
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- Posts: 1297
- Joined: 14 Mar 2008, 07:52
- Location: Sweden
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